{"id":11432,"date":"2025-04-03T14:16:17","date_gmt":"2025-04-03T11:16:17","guid":{"rendered":"https:\/\/blogs.magicjudges.org\/rules\/?page_id=11432"},"modified":"2026-03-17T04:25:33","modified_gmt":"2026-03-17T01:25:33","slug":"comprehensive-rules","status":"publish","type":"page","link":"https:\/\/blogs.magicjudges.org\/rules\/comprehensive-rules\/","title":{"rendered":"Comprehensive Rules"},"content":{"rendered":"<div class=\"cr-rules\">\n<div style=\"float: right;width: 300px;margin-right: 0px;margin-top: -20px;text-align: right\"><em>Effective February 27, 2026<\/em><\/div>\n<h2 style=\"text-align: justify;margin-top: -20px\">Introduction<\/h2>\n<p style=\"text-align: justify\">This document is the ultimate authority for Magic: The Gathering\u00ae competitive game play. It consists of a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters \u201cl\u201d and \u201co\u201d due to potential confusion with the numbers \u201c1\u201d and \u201c0\u201d; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.)<\/p>\n<p>Changes may have been made to this document since its publication. You can download the most recent version from the Magic rules website at Magic.Wizards.com\/Rules.\n<\/p>\n<div class=\"alert alert-info\" role=\"alert\"> You can download the most recent Comprehensive Rules files in your preferred format from the official Magic site <strong><a href=\"https:\/\/magic.wizards.com\/en\/rules\" target=\"_blank\" rel=\"noopener\">here<\/a><\/strong>.<\/div>\n<h2>Rules<\/h2>\n<h3 id=\"section-1\">1. Game Concepts<\/h3>\n<p><strong><span id=\"rule-100\"><\/p>\n<h4 id=\"rule-100\">100. General<\/h4>\n<p><\/strong><strong><span id=\"rule-100-1\">100.1<\/a><\/strong>. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-1a\">100.1a<\/span><\/strong> A two-player game is a game that begins with only two players.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-1b\">100.1b<\/span><\/strong> A multiplayer game is a game that begins with more than two players. See <a href=\"#section-8\">section 8, \u201cMultiplayer Rules.\u201d<\/a><\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-100-2\">100.2<\/a><\/strong>. To play, each player needs their own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-2a\">100.2a<\/span><\/strong> In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimum deck size of 60 cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule <a href=\"#rule-201-3\">201.3<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-2b\">100.2b<\/span><\/strong> In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck has a minimum deck size of 40 cards. A limited deck may contain as many duplicates of a card as are included with the product.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-2c\">100.2c<\/span><\/strong> Commander decks are subject to additional deckbuilding restrictions and requirements. See rule <a href=\"#rule-903\">903<\/a>, \u201cCommander,\u201d for details.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-2d\">100.2d<\/span><\/strong> Some formats and casual play variants allow players to use a supplementary deck of nontraditional Magic cards (see rule <a href=\"#rule-108-2a\">108.2a<\/a>). These supplementary decks have their own deck construction rules. See rule <a href=\"#rule-717\">717<\/a>, \u201cAttraction Cards;\u201d rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase;\u201d and rule <a href=\"#rule-904\">904<\/a>, \u201cArchenemy.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-100-3\">100.3<\/a><\/strong>. Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and specialized dice.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-100-4\">100.4<\/a><\/strong>. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match. Sideboard rules and restrictions for some formats are modified by the Magic: The Gathering Tournament Rules (found at <a href=\"https:\/\/WPN.Wizards.com\/en\/rules-documents\" target=\"_blank\">WPN.Wizards.com\/en\/rules-documents<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-4a\">100.4a<\/span><\/strong> In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule <a href=\"#rule-100-2a\">100.2a<\/a>) applies to the combined deck and sideboard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-4b\">100.4b<\/span><\/strong> In limited play involving individual players, all cards in a player\u2019s card pool not included in their deck are in that player\u2019s sideboard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-4c\">100.4c<\/span><\/strong> In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team\u2019s card pool but not in either player\u2019s deck are in that team\u2019s sideboard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-4d\">100.4d<\/span><\/strong> In limited play involving other multiplayer team variants, each card in a team\u2019s card pool but not in any player\u2019s deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-100-5\">100.5<\/a><\/strong>. If a deck must contain at least a certain number of cards, that number is referred to as a minimum deck size. There is no maximum deck size for non-Commander decks.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-100-6\">100.6<\/a><\/strong>. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at <a href=\"https:\/\/WPN.Wizards.com\/en\/rules-documents\" target=\"_blank\">WPN.Wizards.com\/en\/rules-documents<\/a>). These rules may limit the use of some cards, including barring all cards from some older sets.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-6a\">100.6a<\/span><\/strong> Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-100-6b\">100.6b<\/span><\/strong> Players can use the Magic Store &amp; Event Locator at <a href=\"https:\/\/Locator.Wizards.com\" target=\"_blank\">Locator.Wizards.com<\/a> to find tournaments in their area.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-100-7\">100.7<\/a><\/strong>. Certain cards are intended for casual play and may have features and text that aren\u2019t covered by these rules. These include Mystery Booster playtest cards, promotional cards and cards in \u201cUn-sets\u201d that were printed with a silver border, and cards in the Unfinity\u2122 expansion that have an acorn symbol at the bottom of the card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-101\"><\/p>\n<h4 id=\"rule-101\">101. The Magic Golden Rules<\/h4>\n<p><\/strong><strong><span id=\"rule-101-1\">101.1<\/a><\/strong>. Whenever a card\u2019s 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 <a href=\"#rule-104-3a\">104.3a<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-101-2\">101.2<\/a><\/strong>. When a rule or effect allows or directs something to happen, and another effect states that it can\u2019t happen, the \u201ccan\u2019t\u201d effect takes precedence.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If one effect reads \u201cYou may play an additional land this turn\u201d and another reads \u201cYou can\u2019t play lands this turn,\u201d the effect that precludes you from playing lands wins.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-101-2a\">101.2a<\/span><\/strong> Adding abilities to objects and removing abilities from objects don\u2019t fall under this rule. (See rule <a href=\"#rule-113-10\">113.10<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-101-3\">101.3<\/a><\/strong>. Any part of an instruction that\u2019s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn\u2019t, there\u2019s no effect.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-101-4\">101.4<\/a><\/strong>. If multiple players would make choices and\/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player\u2019s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the \u201cActive Player, Nonactive Player (APNAP) order\u201d rule.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A card reads \u201cEach player sacrifices a creature.\u201d 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.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-101-4a\">101.4a<\/span><\/strong> 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\u2019re chosen. However, each player must clearly indicate which face-down card they are choosing.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-101-4b\">101.4b<\/span><\/strong> A player knows the choices made by the previous players when making their choice, except as specified in <a href=\"#rule-101-4a\">101.4a<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-101-4c\">101.4c<\/span><\/strong> 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.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-101-4d\">101.4d<\/span><\/strong> 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.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-101-4e\">101.4e<\/span><\/strong> If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-102\"><\/p>\n<h4 id=\"rule-102\">102. Players<\/h4>\n<p><\/strong><strong><span id=\"rule-102-1\">102.1<\/a><\/strong>. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-102-2\">102.2<\/a><\/strong>. In a two-player game, a player\u2019s opponent is the other player.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-102-3\">102.3<\/a><\/strong>. In a multiplayer game between teams, a player\u2019s teammates are the other players on their team, and the player\u2019s opponents are all players not on their team.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-102-4\">102.4<\/a><\/strong>. A spell or ability may use the term \u201cyour team\u201d as shorthand for \u201cyou and\/or your teammates.\u201d In a game that isn\u2019t a multiplayer game between teams, \u201cyour team\u201d means the same thing as \u201cyou.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-103\"><\/p>\n<h4 id=\"rule-103\">103. Starting the Game<\/h4>\n<p><\/strong><strong><span id=\"rule-103-1\">103.1<\/a><\/strong>. At the start of a game, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game\u2019s default turn order begins with the starting player and proceeds clockwise.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-1a\">103.1a<\/span><\/strong> In a game using the shared team turns option, there is a starting team rather than a starting player.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-1b\">103.1b<\/span><\/strong> In an Archenemy game, these methods aren\u2019t used to determine who takes the first turn. Rather, the archenemy takes the first turn.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-1c\">103.1c<\/span><\/strong> One card (Power Play) states that its controller is the starting player. This effect applies after this determination has happened and supersedes these methods.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-103-2\">103.2<\/a><\/strong>. Some games require additional steps that are taken after the starting player has been determined. Perform the actions listed in <a href=\"#rule-103-2a\">103.2a\u2013e<\/a> in order, as applicable.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-2a\">103.2a<\/span><\/strong> If any players are using sideboards (see rule <a href=\"#rule-100-4\">100.4<\/a>) or cards being represented by substitute cards (see rule <a href=\"#rule-713\">713<\/a>), those cards are set aside. After this happens, each player\u2019s deck is considered their starting deck.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-2b\">103.2b<\/span><\/strong> If any players wish to reveal a card with a companion ability that they own from outside the game, they may do so. A player may reveal no more than one card this way, and they may do so only if their deck fulfills the condition of that card\u2019s companion ability. The revealed card remains outside the game. (See rule <a href=\"#rule-702-139\">702.139<\/a>, \u201cCompanion.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-2c\">103.2c<\/span><\/strong> In a Commander game, each player puts their commander from their deck face up into the command zone. See rule <a href=\"#rule-903-6\">903.6<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-2d\">103.2d<\/span><\/strong> In a constructed game, each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. In a limited game, each player chooses up to three sticker sheets from among those in the sealed product they opened and reveals them. In either case, that player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed. (See rule <a href=\"#rule-123\">123<\/a>, \u201cStickers.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-2e\">103.2e<\/span><\/strong> In a Conspiracy Draft game, each player puts any number of conspiracy cards from their sideboard into the command zone. See rule <a href=\"#rule-905-4\">905.4<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-103-3\">103.3<\/a><\/strong>. After the starting player has been determined and any additional steps performed, each player shuffles their deck so that the cards are in a random order. Each player may then shuffle or cut their opponents\u2019 decks. The players\u2019 decks become their libraries.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-3a\">103.3a<\/span><\/strong> In a game using one or more supplementary decks of nontraditional cards (see rule <a href=\"#rule-100-2d\">100.2d<\/a>), each supplementary deck\u2019s owner shuffles it so the cards are in a random order. Each player may then shuffle or cut their opponents\u2019 supplementary decks.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-103-4\">103.4<\/a><\/strong>. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-4a\">103.4a<\/span><\/strong> In a Two-Headed Giant game, each team\u2019s starting life total is 30.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-4b\">103.4b<\/span><\/strong> In a Vanguard game, each player\u2019s starting life total is 20 plus or minus the life modifier of their vanguard card.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-4c\">103.4c<\/span><\/strong> In a Commander game, each player\u2019s starting life total is 40.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-4d\">103.4d<\/span><\/strong> In a two-player Brawl game, each player\u2019s starting life total is 25. In a multiplayer Brawl game, each player\u2019s starting life total is 30.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-4e\">103.4e<\/span><\/strong> In an Archenemy game, the archenemy\u2019s starting life total is 40.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-103-5\">103.5<\/a><\/strong>. Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a player\u2019s starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. Once a player chooses not to take a mulligan, the remaining cards become that player\u2019s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be zero cards, after which they may not take further mulligans.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-5a\">103.5a<\/span><\/strong> In a Vanguard game, each player\u2019s starting hand size is seven plus or minus the hand modifier of their vanguard card.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-5b\">103.5b<\/span><\/strong> If an effect allows a player to perform an action \u201cany time [that player] could mulligan,\u201d the player may perform that action at a time they would declare whether they will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, they then declare whether they will take a mulligan.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-5c\">103.5c<\/span><\/strong> In a multiplayer game and in any Brawl game, the first mulligan a player takes doesn\u2019t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-5d\">103.5d<\/span><\/strong> In a multiplayer game using the shared team turns option, first each player on the starting team declares whether that player will take a mulligan, then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. A player may take a mulligan even after a teammate has decided to keep their opening hand.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-103-6\">103.6<\/a><\/strong>. Some cards allow a player to take actions with them from their opening hand. Once the mulligan process (see rule <a href=\"#rule-103-5\">103.5<\/a>) is complete, the starting player may take any such actions in any order. Then each other player in turn order may do the same.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-6a\">103.6a<\/span><\/strong> If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-6b\">103.6b<\/span><\/strong> If a card allows a player to reveal it from their opening hand, the player taking this action does so. The card remains revealed until the first turn begins. Each card may be revealed this way only once.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-6c\">103.6c<\/span><\/strong> In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that team likes, may take such actions. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-103-7\">103.7<\/a><\/strong>. In a Planechase game, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it\u2019s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. The face-up plane card becomes the starting plane. (See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-103-8\">103.8<\/a><\/strong>. The starting player takes their first turn.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-8a\">103.8a<\/span><\/strong> In a two-player game, the player who plays first skips the draw step (see rule <a href=\"#rule-504\">504<\/a>, \u201cDraw Step\u201d) of their first turn.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-8b\">103.8b<\/span><\/strong> In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-103-8c\">103.8c<\/span><\/strong> In all other multiplayer games, no player skips the draw step of their first turn.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-104\"><\/p>\n<h4 id=\"rule-104\">104. Ending the Game<\/h4>\n<p><\/strong><strong><span id=\"rule-104-1\">104.1<\/a><\/strong>. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-104-2\">104.2<\/a><\/strong>. There are several ways to win the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-2a\">104.2a<\/span><\/strong> A player still in the game wins the game if that player\u2019s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-2b\">104.2b<\/span><\/strong> An effect may state that a player wins the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-2c\">104.2c<\/span><\/strong> In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-2d\">104.2d<\/span><\/strong> In an Emperor game, a team wins the game if its emperor wins the game. (See rule <a href=\"#rule-809-5\">809.5<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-104-3\">104.3<\/a><\/strong>. There are several ways to lose the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3a\">104.3a<\/span><\/strong> A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3b\">104.3b<\/span><\/strong> If a player\u2019s life total is 0 or less, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3c\">104.3c<\/span><\/strong> If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose the game the next time a player would receive priority. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3d\">104.3d<\/span><\/strong> If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3e\">104.3e<\/span><\/strong> An effect may state that a player loses the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3f\">104.3f<\/span><\/strong> If a player would both win and lose the game simultaneously, that player loses the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3g\">104.3g<\/span><\/strong> In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3h\">104.3h<\/span><\/strong> In a multiplayer game using the limited range of influence option (see rule <a href=\"#rule-801\">801<\/a>), an effect that states that a player wins the game instead causes all of that player\u2019s opponents within the player\u2019s range of influence to lose the game. This may not cause the game to end.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3i\">104.3i<\/span><\/strong> In an Emperor game, a team loses the game if its emperor loses the game. (See rule <a href=\"#rule-809-5\">809.5<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3j\">104.3j<\/span><\/strong> In a Commander game, a player who\u2019s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>. See also rule <a href=\"#rule-903-10\">903.10<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-3k\">104.3k<\/span><\/strong> In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule <a href=\"#rule-100-6\">100.6<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-104-4\">104.4<\/a><\/strong>. There are several ways for the game to be a draw.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-4a\">104.4a<\/span><\/strong> If all the players remaining in a game lose simultaneously, the game is a draw.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-4b\">104.4b<\/span><\/strong> If a game that\u2019s not using the limited range of influence option (including a two-player game) somehow enters a \u201cloop\u201d of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don\u2019t result in a draw.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-4c\">104.4c<\/span><\/strong> An effect may state that the game is a draw.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-4d\">104.4d<\/span><\/strong> In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-4e\">104.4e<\/span><\/strong> In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability\u2019s controller and all players within their range of influence. Only those players leave the game; the game continues for all other players.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-4f\">104.4f<\/span><\/strong> In a multiplayer game using the limited range of influence option, if the game somehow enters a \u201cloop\u201d of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that\u2019s involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-4g\">104.4g<\/span><\/strong> In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-4h\">104.4h<\/span><\/strong> In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule <a href=\"#rule-809-5\">809.5<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-104-4i\">104.4i<\/span><\/strong> In a tournament, all players in the game may agree to an intentional draw. See rule <a href=\"#rule-100-6\">100.6<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-104-5\">104.5<\/a><\/strong>. If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule <a href=\"#rule-800-4\">800.4<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-104-6\">104.6<\/a><\/strong>. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule <a href=\"#rule-726\">726<\/a>, \u201cRestarting the Game.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-105\"><\/p>\n<h4 id=\"rule-105\">105. Colors<\/h4>\n<p><\/strong><strong><span id=\"rule-105-1\">105.1<\/a><\/strong>. There are five colors in the Magic game: white, blue, black, red, and green.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-105-2\">105.2<\/a><\/strong>. An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object\u2019s color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule <a href=\"#rule-202-2\">202.2<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-105-2a\">105.2a<\/span><\/strong> A monocolored object is exactly one of the five colors.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-105-2b\">105.2b<\/span><\/strong> A multicolored object is two or more of the five colors.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-105-2c\">105.2c<\/span><\/strong> A colorless object has no color.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-105-3\">105.3<\/a><\/strong>. Effects may change an object\u2019s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color \u201cin addition\u201d to its other colors). Effects may also make a colored object become colorless.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-105-4\">105.4<\/a><\/strong>. If a player is asked to choose a color, they must choose one of the five colors. \u201cMulticolored\u201d is not a color. Neither is \u201ccolorless.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-105-5\">105.5<\/a><\/strong>. If an effect refers to a color pair, it means exactly two of the five colors. There are ten color pairs: white and blue, white and black, blue and black, blue and red, black and red, black and green, red and green, red and white, green and white, and green and blue.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-106\"><\/p>\n<h4 id=\"rule-106\">106. Mana<\/h4>\n<p><\/strong><strong><span id=\"rule-106-1\">106.1<\/a><\/strong>. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-106-1a\">106.1a<\/span><\/strong> There are five colors of mana: white, blue, black, red, and green.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-106-1b\">106.1b<\/span><\/strong> There are six types of mana: white, blue, black, red, green, and colorless.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-106-2\">106.2<\/a><\/strong>. Mana is represented by mana symbols (see rule <a href=\"#rule-107-4\">107.4<\/a>). Mana symbols also represent mana costs (see rule <a href=\"#rule-202\">202<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-106-3\">106.3<\/a><\/strong>. Mana is produced by the effects of mana abilities (see rule <a href=\"#rule-605\">605<\/a>). It may also be produced by the effects of spells, as well as by the effects of abilities that aren\u2019t mana abilities. A spell or ability that produces mana instructs a player to add that mana. If mana is produced by a spell, the source of that mana is that spell. If mana is produced by an ability, the source of that mana is the source of that ability (see rule <a href=\"#rule-113-7\">113.7<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-106-4\">106.4<\/a><\/strong>. When an effect instructs a player to add mana, that mana goes into a player\u2019s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player\u2019s mana pool as unspent mana. Each player\u2019s mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle\u2122 card reference to no longer explicitly refer to the mana pool.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-106-4a\">106.4a<\/span><\/strong> If any mana remains in a player\u2019s mana pool after mana is spent to pay a cost, that player announces what mana is still there.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-106-4b\">106.4b<\/span><\/strong> If a player passes priority (see rule <a href=\"#rule-117\">117<\/a>) while there is mana in their mana pool, that player announces what mana is there.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-106-5\">106.5<\/a><\/strong>. If an ability would produce one or more mana of an undefined type, it produces no mana instead.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Meteor Crater has the ability \u201c{T}: Choose a color of a permanent you control. Add one mana of that color.\u201d If you control no colored permanents, activating Meteor Crater\u2019s mana ability produces no mana.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-106-6\">106.6<\/a><\/strong>. Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule <a href=\"#rule-603-7a\">603.7a<\/a>) that triggers when that mana is spent. This doesn\u2019t affect the mana\u2019s type.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player\u2019s mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cube\u2019s ability, which reads \u201c{3}, {T}: Double the amount of each type of unspent mana you have.\u201d The player\u2019s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-106-6a\">106.6a<\/span><\/strong> Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or additional effects created by the spell or ability will apply to all mana produced. If the spell or ability creates a delayed triggered ability that triggers when the mana is spent, a separate delayed triggered ability is created for each mana produced. If the spell or ability creates a continuous effect or replacement effect if the mana is spent, a separate effect is created once for each mana produced.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-106-7\">106.7<\/a><\/strong>. Some abilities produce mana based on the type of mana another permanent or permanents \u201ccould produce.\u201d The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn\u2019t produce any mana under these conditions, or no type of mana can be defined this way, there\u2019s no type of mana it could produce.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Exotic Orchard has the ability \u201c{T}: Add one mana of any color that a land an opponent controls could produce.\u201d If your opponent controls no lands, activating Exotic Orchard\u2019s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-106-8\">106.8<\/a><\/strong>. If an effect would add mana represented by a hybrid mana symbol to a player\u2019s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player\u2019s mana pool. If a generic half is chosen, an amount of colorless mana represented by that half\u2019s number is added to that player\u2019s mana pool.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-106-9\">106.9<\/a><\/strong>. If an effect would add mana represented by a Phyrexian mana symbol to a player\u2019s mana pool, one mana of the color of that symbol is added to that player\u2019s mana pool.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-106-10\">106.10<\/a><\/strong>. If an effect would add mana represented by a generic mana symbol to a player\u2019s mana pool, that much colorless mana is added to that player\u2019s mana pool.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-106-11\">106.11<\/a><\/strong>. If an effect would add mana represented by one or more snow mana symbols to a player\u2019s mana pool, that much colorless mana is added to that player\u2019s mana pool.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-106-12\">106.12<\/a><\/strong>. To \u201ctap [a permanent] for mana\u201d is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule <a href=\"#rule-605\">605<\/a>, \u201cMana Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-106-12a\">106.12a<\/span><\/strong> An ability that triggers whenever a permanent \u201cis tapped for mana\u201d or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-106-12b\">106.12b<\/span><\/strong> A replacement effect that applies if a permanent \u201cis tapped for mana\u201d or tapped for mana of a specific type and\/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and\/or amount of mana.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-106-13\">106.13<\/a><\/strong>. One card (Drain Power) causes one player to lose unspent mana and another to add \u201cthe mana lost this way.\u201d (Note that these may be the same player.) This empties the former player\u2019s mana pool and causes the mana emptied this way to be put into the latter player\u2019s mana pool. Which permanents, spells, and\/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107\"><\/p>\n<h4 id=\"rule-107\">107. Numbers and Symbols<\/h4>\n<p><\/strong><strong><span id=\"rule-107-1\">107.1<\/a><\/strong>. The only numbers the Magic game uses are integers.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-1a\">107.1a<\/span><\/strong> You can\u2019t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-1b\">107.1b<\/span><\/strong> Most of the time, the Magic game uses only positive numbers and zero. You can\u2019t choose a negative number, deal negative damage, gain negative life, and so on. However, it\u2019s possible for a game value, such as a creature\u2019s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles, triples, or sets to a specific value a player\u2019s life total or the power and\/or toughness of a creature or creature card.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If a 3\/4 creature gets -5\/-0, it\u2019s a -2\/4 creature. It doesn\u2019t assign damage in combat. Its total power and toughness is 2. Giving it &#043;3\/&#043;0 would raise its power to 1.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Viridian Joiner is a 1\/2 creature with the ability \u201c{T}: Add an amount of {G} equal to this creature\u2019s power.\u201d An effect gives it -2\/-0, then its ability is activated. The ability adds no mana to your mana pool.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Chameleon Colossus is a 4\/4 creature with the ability \u201c{2}{G}{G}: This creature gets &#043;X\/&#043;X until end of turn, where X is its power.\u201d An effect gives it -6\/-0, then its ability is activated. It remains a -2\/4 creature. It doesn\u2019t become -4\/2.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-1c\">107.1c<\/span><\/strong> If a rule or ability instructs a player to choose \u201cany number,\u201d that player may choose any positive number or zero.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-107-2\">107.2<\/a><\/strong>. If anything needs to use a number that can\u2019t be determined, either as a result or in a calculation, it uses 0 instead.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107-3\">107.3<\/a><\/strong>. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3a\">107.3a<\/span><\/strong> If a spell or activated ability has a mana cost, alternative cost, additional cost, and\/or activation cost with an {X}, [-X], or X in it, and the value of X isn\u2019t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d) While a spell is on the stack, any X in its mana cost or in any alternative cost or additional cost it has equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3b\">107.3b<\/span><\/strong> If a player is casting a spell that has an {X} in its mana cost, the value of X isn\u2019t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn\u2019t apply to effects that only reduce a cost, even if they reduce it to zero. See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3c\">107.3c<\/span><\/strong> If a spell or activated ability has an {X}, [-X], or X in its cost and\/or its text, and the value of X is defined by the text of that spell or ability, then that\u2019s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn\u2019t get to choose the value. Note that the value of X may change while that spell or ability is on the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3d\">107.3d<\/span><\/strong> If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3e\">107.3e<\/span><\/strong> If a spell or ability refers to the {X} or X in the mana cost, alternative cost, additional cost, or activation cost of another object, any X in that spell or ability\u2019s text uses the value of X chosen or defined for the other object.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3f\">107.3f<\/span><\/strong> Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn\u2019t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it\u2019s put on the stack or as it resolves).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3g\">107.3g<\/span><\/strong> If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3h\">107.3h<\/span><\/strong> If an effect instructs a player to pay an object\u2019s mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3i\">107.3i<\/span><\/strong> Normally, all instances of X on an object have the same value at any given time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3j\">107.3j<\/span><\/strong> If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn\u2019t define a value of X. This is an exception to rule <a href=\"#rule-107-3i\">107.3i<\/a>. This may occur with ability-adding effects, text-changing effects, or copy effects.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3k\">107.3k<\/span><\/strong> If an object\u2019s activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule <a href=\"#rule-107-3i\">107.3i<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3m\">107.3m<\/span><\/strong> If an object\u2019s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule <a href=\"#rule-107-3i\">107.3i<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3n\">107.3n<\/span><\/strong> If a delayed triggered ability created by a resolving spell or ability refers to X, X is not defined in the text of that triggered ability, and the spell or ability that created it had a value of X chosen for any of its costs, the value of X for the triggered ability is the same as the value of X for the spell of ability that created it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-3p\">107.3p<\/span><\/strong> Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-107-4\">107.4<\/a><\/strong>. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W\/U}, {W\/B}, {U\/B}, {U\/R}, {B\/R}, {B\/G}, {R\/G}, {R\/W}, {G\/W}, and {G\/U}; the monocolored hybrid symbols {2\/W}, {2\/U}, {2\/B}, {2\/R}, {2\/G}, {C\/W}, {C\/U}, {C\/B}, {C\/R}, and {C\/G}; the Phyrexian mana symbols {W\/P}, {U\/P}, {B\/P}, {R\/P}, and {G\/P}; the hybrid Phyrexian symbols {W\/U\/P}, {W\/B\/P}, {U\/B\/P}, {U\/R\/P}, {B\/R\/P}, {B\/G\/P}, {R\/G\/P}, {R\/W\/P}, {G\/W\/P}, and {G\/U\/P}; and the snow mana symbol {S}.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-4a\">107.4a<\/span><\/strong> There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule <a href=\"#rule-202\">202<\/a>, \u201cMana Cost and Color.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-4b\">107.4b<\/span><\/strong> Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule <a href=\"#rule-107-3\">107.3<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-4c\">107.4c<\/span><\/strong> The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-4d\">107.4d<\/span><\/strong> The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule <a href=\"#rule-118-5\">118.5<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-4e\">107.4e<\/span><\/strong> A hybrid mana symbol is also a colored mana symbol, even if one of its components is colorless. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W\/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2\/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> {G\/W}{G\/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-4f\">107.4f<\/span><\/strong> Phyrexian mana symbols are colored mana symbols: {W\/P} is white, {U\/P} is blue, {B\/P} is black, {R\/P} is red, and {G\/P} is green. A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life. There are also ten hybrid Phyrexian mana symbols. A hybrid Phyrexian mana symbol represents a cost that can be paid with one mana of either of its component colors or by paying 2 life. A hybrid Phyrexian mana symbol is both of its component colors.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> {W\/P}{W\/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-4g\">107.4g<\/span><\/strong> In rules text, the Phyrexian symbol {H} with no colored background means any of the fifteen Phyrexian mana symbols.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-4h\">107.4h<\/span><\/strong> When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule <a href=\"#rule-106-3\">106.3<\/a>). Effects that reduce the amount of generic mana you pay don\u2019t affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-107-5\">107.5<\/a><\/strong>. The tap symbol is {T}. The tap symbol in an activation cost means \u201cTap this permanent.\u201d A permanent that\u2019s already tapped can\u2019t be tapped again to pay the cost. A creature\u2019s activated ability with the tap symbol in its activation cost can\u2019t be activated unless the creature has been under its controller\u2019s control continuously since their most recent turn began. See rule <a href=\"#rule-302-6\">302.6<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107-6\">107.6<\/a><\/strong>. The untap symbol is {Q}. The untap symbol in an activation cost means \u201cUntap this permanent.\u201d A permanent that\u2019s already untapped can\u2019t be untapped again to pay the cost. A creature\u2019s activated ability with the untap symbol in its activation cost can\u2019t be activated unless the creature has been under its controller\u2019s control continuously since their most recent turn began. See rule <a href=\"#rule-302-6\">302.6<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107-7\">107.7<\/a><\/strong>. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don\u2019t point in either direction and feature a 0. [&#043;N] means \u201cPut N loyalty counters on this permanent,\u201d [-N] means \u201cRemove N loyalty counters from this permanent,\u201d and [0] means \u201cPut zero loyalty counters on this permanent.\u201d Loyalty symbols may also appear in abilities that modify loyalty costs.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107-8\">107.8<\/a><\/strong>. The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as \u201cN1-N2,\u201d or a single number followed by a plus sign, indicated here as \u201cN3&#043;.\u201d Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power\/toughness box printed within that striation, indicated here as \u201c[P\/T].\u201d See rule <a href=\"#rule-711\">711<\/a>, \u201cLeveler Cards.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-8a\">107.8a<\/span><\/strong> \u201c{LEVEL N1-N2} [Abilities] [P\/T]\u201d means \u201cAs long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P\/T] and has [abilities].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-8b\">107.8b<\/span><\/strong> \u201c{LEVEL N3&#043;} [Abilities] [P\/T]\u201d means \u201cAs long as this creature has N3 or more level counters on it, it has base power and toughness [P\/T] and has [abilities].\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-107-9\">107.9<\/a><\/strong>. A tombstone icon appears to the left of the name of many Odyssey\u2122 block cards with abilities that are relevant in a player\u2019s graveyard. The purpose of the icon is to make those cards stand out when they\u2019re in a graveyard. This icon has no effect on game play.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107-10\">107.10<\/a><\/strong>. A type icon appears in the upper left corner of each card from the Future Sight\u2122 set printed with an alternate \u201ctimeshifted\u201d frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that\u2019s indicated by a black and white cross. This icon has no effect on game play.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107-11\">107.11<\/a><\/strong>. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has five tines at the top and tapers to a point at the bottom. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107-12\">107.12<\/a><\/strong>. The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. It looks like a swirling vortex. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107-13\">107.13<\/a><\/strong>. A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card\u2019s color or colors. See rule <a href=\"#rule-202\">202<\/a>, \u201cMana Cost and Color.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107-14\">107.14<\/a><\/strong>. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-107-15\">107.15<\/a><\/strong>. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as \u201crN\u201d. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule <a href=\"#rule-714\">714<\/a>, \u201cSaga Cards.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-15a\">107.15a<\/span><\/strong> \u201c{rN}\u2014[Effect]\u201d means \u201cWhen one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-15b\">107.15b<\/span><\/strong> \u201c{rN1}, {rN2}\u2014[Effect]\u201d is the same as \u201c{rN1}\u2014[Effect]\u201d and \u201c{rN2}\u2014[Effect].\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-107-16\">107.16<\/a><\/strong>. The text box of a Class card contains class level bars, each of which is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability. See rule <a href=\"#rule-716\">716<\/a>, \u201cClass Cards.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-16a\">107.16a<\/span><\/strong> \u201c[Cost]: Level N \u2014 [Abilities]\u201d means \u201c[Cost]: This Class\u2019s level becomes N. Activate only if this Class is level N-1 and only as a sorcery\u201d and \u201cAs long as this Class is level N or greater, it has [abilities].\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-107-17\">107.17<\/a><\/strong>. The ticket symbol is {TK}. It represents one ticket counter.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-107-17a\">107.17a<\/span><\/strong> A ticket symbol with a number inside it represents a ticket cost. To pay that cost, a player removes that many ticket counters from themselves.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-107-18\">107.18<\/a><\/strong>. The pawprint symbol is {P}. This symbol is used to indicate the modes on some modal spells, and does not represent a cost, mana, counters, or any type of persistent resource. See rule <a href=\"#rule-700-2i\">700.2i<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-108\"><\/p>\n<h4 id=\"rule-108\">108. Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-108-1\">108.1<\/a><\/strong>. Use the Oracle card reference when determining a card\u2019s wording. A card\u2019s Oracle text can be found using the Gatherer card database at <a href=\"https:\/\/Gatherer.Wizards.com\" target=\"_blank\">Gatherer.Wizards.com<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-108-2\">108.2<\/a><\/strong>. When a rule or text on a card refers to a \u201ccard,\u201d it means only a Magic card or an object represented by a Magic card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-108-2a\">108.2a<\/span><\/strong> Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Traditional Magic cards are included in players\u2019 decks. Certain formats also use nontraditional Magic cards. Nontraditional Magic cards are not included in players\u2019 decks. They may be used in supplementary decks. Additionally, they may be oversized, have different card backs, or both.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-108-2b\">108.2b<\/span><\/strong> Tokens aren\u2019t considered cards\u2014even a card-sized game supplement that represents a token isn\u2019t considered a card for rules purposes.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-108-3\">108.3<\/a><\/strong>. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player\u2019s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule <a href=\"#rule-407\">407<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-108-3a\">108.3a<\/span><\/strong> In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule <a href=\"#rule-901-6\">901.6<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-108-3b\">108.3b<\/span><\/strong> Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule <a href=\"#rule-400-11b\">400.11b<\/a>.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule <a href=\"#rule-108-3\">108.3<\/a>. If a card outside that game is in the sideboard of a Magic game (see rule <a href=\"#rule-100-4\">100.4<\/a>), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-108-4\">108.4<\/a><\/strong>. A card doesn\u2019t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules <a href=\"#rule-110-2\">110.2<\/a> and <a href=\"#rule-112-2\">112.2<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-108-4a\">108.4a<\/span><\/strong> If anything asks for the controller of a card that doesn\u2019t have one (because it\u2019s not a permanent or spell), use its owner instead.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-108-5\">108.5<\/a><\/strong>. Nontraditional Magic cards can\u2019t start the game in any zone other than the command zone (see rule <a href=\"#rule-408\">408<\/a>). If an effect would bring a nontraditional Magic card other than a dungeon card (see rule <a href=\"#rule-309\">309<\/a>, \u201cDungeons\u201d) into the game from outside the game, it doesn\u2019t; that card remains outside the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-108-6\">108.6<\/a><\/strong>. For more information about cards, see <a href=\"#section-2\">section 2, \u201cParts of a Card.\u201d<\/a><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-109\"><\/p>\n<h4 id=\"rule-109\">109. Objects<\/h4>\n<p><\/strong><strong><span id=\"rule-109-1\">109.1<\/a><\/strong>. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-109-2\">109.2<\/a><\/strong>. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn\u2019t refer to a specific zone or include the word \u201ccard,\u201d \u201cspell,\u201d \u201csource,\u201d or \u201cscheme,\u201d it means a permanent of that card type or subtype on the battlefield.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-2a\">109.2a<\/span><\/strong> If a spell or ability uses a description of an object that includes the word \u201ccard\u201d and the name of a zone, it means a card matching that description in the stated zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-2b\">109.2b<\/span><\/strong> If a spell or ability uses a description of an object that includes the word \u201cspell,\u201d it means a spell matching that description on the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-2c\">109.2c<\/span><\/strong> If a spell or ability uses a description of an object that includes the word \u201csource,\u201d it means a source matching that description\u2014a source of an ability, of damage, or of mana\u2014in any zone. See rules <a href=\"#rule-113-7\">113.7<\/a> and <a href=\"#rule-609-7\">609.7<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-2d\">109.2d<\/span><\/strong> If an ability of a scheme card includes the text \u201cthis scheme,\u201d it means the scheme card in the command zone on which that ability is printed.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-109-3\">109.3<\/a><\/strong>. An object\u2019s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, defense, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn\u2019t a characteristic. For example, characteristics don\u2019t include whether a permanent is tapped, a spell\u2019s target, an object\u2019s owner or controller, what an Aura enchants, and so on.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-109-4\">109.4<\/a><\/strong>. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren\u2019t controlled by any player. See rule <a href=\"#rule-108-4\">108.4<\/a>. There are six exceptions to this rule:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-4a\">109.4a<\/span><\/strong> The controller of a mana ability is determined as though it were on the stack. See rule <a href=\"#rule-605\">605<\/a>, \u201cMana Abilities.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-4b\">109.4b<\/span><\/strong> A triggered ability that has triggered but is waiting to be placed on the stack is controlled by the player who controlled its source at the time it triggered, unless it\u2019s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules <a href=\"#rule-603-7d\">603.7d\u2013f<\/a>. See also rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-4c\">109.4c<\/span><\/strong> An emblem is controlled by the player who puts it into the command zone. See rule <a href=\"#rule-114\">114<\/a>, \u201cEmblems.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-4d\">109.4d<\/span><\/strong> In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule <a href=\"#rule-901-6\">901.6<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-4e\">109.4e<\/span><\/strong> In a Vanguard game, each vanguard card is controlled by its owner. See rule <a href=\"#rule-902-6\">902.6<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-4f\">109.4f<\/span><\/strong> In an Archenemy game, each scheme card is controlled by its owner. See rule <a href=\"#rule-904-7\">904.7<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-109-4g\">109.4g<\/span><\/strong> In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule <a href=\"#rule-905-5\">905.5<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-109-5\">109.5<\/a><\/strong>. The words \u201cyou\u201d and \u201cyour\u201d on an object refer to the object\u2019s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it\u2019s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it\u2019s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules <a href=\"#rule-603-7d\">603.7d\u2013f<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-110\"><\/p>\n<h4 id=\"rule-110\">110. Permanents<\/h4>\n<p><\/strong><strong><span id=\"rule-110-1\">110.1<\/a><\/strong>. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it\u2019s moved to another zone by an effect or rule.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-110-2\">110.2<\/a><\/strong>. A permanent\u2019s owner is the same as the owner of the card that represents it (unless it\u2019s a token; see rule <a href=\"#rule-111-2\">111.2<\/a>). A permanent\u2019s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-110-2a\">110.2a<\/span><\/strong> If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player\u2019s control unless the effect states otherwise.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-110-2b\">110.2b<\/span><\/strong> If an effect causes a player to gain control of another player\u2019s permanent spell, the first player controls the permanent that spell becomes, but the permanent\u2019s controller by default is the player who put that spell onto the stack. (This distinction is relevant in multiplayer games; see rule <a href=\"#rule-800-4c\">800.4c<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-110-3\">110.3<\/a><\/strong>. A nontoken permanent\u2019s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-110-4\">110.4<\/a><\/strong>. There are six permanent types: artifact, battle, creature, enchantment, land, and planeswalker. Instant and sorcery cards can\u2019t enter the battlefield and thus can\u2019t be permanents. Some kindred cards can enter the battlefield and some can\u2019t, depending on their other card types. See <a href=\"#section-3\">section 3, \u201cCard Types.\u201d<\/a><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-110-4a\">110.4a<\/span><\/strong> The term \u201cpermanent card\u201d is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, battle, creature, enchantment, land, or planeswalker card.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-110-4b\">110.4b<\/span><\/strong> The term \u201cpermanent spell\u201d is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, battle, creature, enchantment, or planeswalker spell.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-110-4c\">110.4c<\/span><\/strong> If a permanent somehow loses all its permanent types, it remains on the battlefield. It\u2019s still a permanent.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-110-5\">110.5<\/a><\/strong>. A permanent\u2019s status is its physical state. There are four status categories, each of which has two possible values: tapped\/untapped, flipped\/unflipped, face up\/face down, and phased in\/phased out. Each permanent always has one of these values for each of these categories.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-110-5a\">110.5a<\/span><\/strong> Status is not a characteristic, though it may affect a permanent\u2019s characteristics.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-110-5b\">110.5b<\/span><\/strong> Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-110-5c\">110.5c<\/span><\/strong> A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Dimir Doppelganger says \u201c{1}{U}{B}: Exile target creature card from a graveyard. This creature becomes a copy of that card, except it has this ability.\u201d It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice\u2019s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent\u2019s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-110-5d\">110.5d<\/span><\/strong> Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-111\"><\/p>\n<h4 id=\"rule-111\">111. Tokens<\/h4>\n<p><\/strong><strong><span id=\"rule-111-1\">111.1<\/a><\/strong>. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn\u2019t represented by a card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-2\">111.2<\/a><\/strong>. The player who creates a token is its owner. The token enters the battlefield under that player\u2019s control.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-3\">111.3<\/a><\/strong>. The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token\u2019s \u201ctext.\u201d The characteristic values defined this way are functionally equivalent to the characteristic values that are printed on a card; for example, they define the token\u2019s copiable values. A token doesn\u2019t have any characteristics not defined by the spell or ability that created it.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Jade Mage has the ability \u201c{2}{G}: Create a 1\/1 green Saproling creature token.\u201d The resulting token has no mana cost, supertypes, rules text, or abilities.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-4\">111.4<\/a><\/strong>. A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn\u2019t specify the name of the token, its name is the same as its subtype(s) plus the word \u201cToken.\u201d Once a token is on the battlefield, changing its name doesn\u2019t change its subtype(s), and vice versa.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Dwarven Reinforcements is a sorcery that says, in part, \u201cCreate two 2\/1 red Dwarf Berserker creature tokens.\u201d The tokens created as it resolves are each named Dwarf Berserker Token and each have the creature types Dwarf and Berserker.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Minsc, Beloved Ranger says, in part, \u201cWhen Minsc enters, create Boo, a legendary 1\/1 red Hamster creature token with trample and haste.\u201d That token\u2019s subtype is Hamster, but because Minsc specifies that the token\u2019s name is Boo, neither \u201cHamster\u201d nor \u201cToken\u201d are part of its name.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Spitting Image is a sorcery that says, in part, \u201cCreate a token that\u2019s a copy of target creature.\u201d All of that token\u2019s characteristics will match the copiable characteristics of the creature targeted by that spell. If Spitting Image targets Doomed Dissenter, a Human creature, the name of the token the spell creates will be Doomed Dissenter, not Human Token or Doomed Dissenter Token.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-5\">111.5<\/a><\/strong>. If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token\u2019s characteristics can\u2019t enter the battlefield, the token is not created. Similarly, if an effect would create a token that is a copy of an instant or sorcery card, no token is created.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-6\">111.6<\/a><\/strong>. A token is subject to anything that affects permanents in general or that affects the token\u2019s card type or subtype. A token isn\u2019t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-7\">111.7<\/a><\/strong>. A token that\u2019s in a zone other than the battlefield ceases to exist. This is a state-based action; see rule <a href=\"#rule-704\">704<\/a>. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-8\">111.8<\/a><\/strong>. A token that has left the battlefield can\u2019t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule <a href=\"#rule-704\">704<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-9\">111.9<\/a><\/strong>. Some effects instruct a player to create a legendary token. These may be written \u201ccreate [name], a . . .\u201d and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-10\">111.10<\/a><\/strong>. Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10a\">111.10a<\/span><\/strong> A Treasure token is a colorless Treasure artifact token with \u201c{T}, Sacrifice this token: Add one mana of any color.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10b\">111.10b<\/span><\/strong> A Food token is a colorless Food artifact token with \u201c{2}, {T}, Sacrifice this token: You gain 3 life.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10c\">111.10c<\/span><\/strong> A Gold token is a colorless Gold artifact token with \u201cSacrifice this token: Add one mana of any color.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10d\">111.10d<\/span><\/strong> A Walker token is a 2\/2 black Zombie creature token named Walker.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10e\">111.10e<\/span><\/strong> A Shard token is a colorless Shard enchantment token with \u201c{2}, Sacrifice this token: Scry 1, then draw a card.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10f\">111.10f<\/span><\/strong> A Clue token is a colorless Clue artifact token with \u201c{2}, Sacrifice this token: Draw a card.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10g\">111.10g<\/span><\/strong> A Blood token is a colorless Blood artifact token with \u201c{1}, {T}, Discard a card, Sacrifice this token: Draw a card.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10h\">111.10h<\/span><\/strong> A Powerstone token is a colorless Powerstone artifact token with \u201c{T}: Add {C}. This mana can\u2019t be spent to cast a nonartifact spell.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10i\">111.10i<\/span><\/strong> An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with \u201c{2}: Transform this token.\u201d Its back face is a 0\/0 colorless Phyrexian artifact creature named Phyrexian Token.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10j\">111.10j<\/span><\/strong> A Cursed Role token is a colorless Aura Role enchantment token named Cursed with enchant creature and \u201cEnchanted creature has base power and toughness 1\/1.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10k\">111.10k<\/span><\/strong> A Monster Role token is a colorless Aura Role enchantment token named Monster with enchant creature and \u201cEnchanted creature gets &#043;1\/&#043;1 and has trample.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10m\">111.10m<\/span><\/strong> A Royal Role token is a colorless Aura Role enchantment token named Royal with enchant creature and \u201cEnchanted creature gets &#043;1\/&#043;1 and has ward {1}.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10n\">111.10n<\/span><\/strong> A Sorcerer Role token is a colorless Aura Role enchantment token named Sorcerer with enchant creature and \u201cEnchanted creature gets &#043;1\/&#043;1 and has \u2018Whenever this creature attacks, scry 1.\u2019\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10p\">111.10p<\/span><\/strong> A Virtuous Role token is a colorless Aura Role enchantment token named Virtuous with enchant creature and \u201cEnchanted creature gets &#043;1\/&#043;1 for each enchantment you control.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10q\">111.10q<\/span><\/strong> A Wicked Role token is a colorless Aura Role enchantment token named Wicked with enchant creature, \u201cEnchanted creature gets &#043;1\/&#043;1,\u201d and \u201cWhen this token is put into a graveyard from the battlefield, each opponent loses 1 life.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10r\">111.10r<\/span><\/strong> A Young Hero Role token is a colorless Aura Role enchantment token named Young Hero with enchant creature and \u201cEnchanted creature has \u2018Whenever this creature attacks, if its toughness is 3 or less, put a &#043;1\/&#043;1 counter on it.\u2019\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10s\">111.10s<\/span><\/strong> A Map token is a colorless Map artifact token with \u201c{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.\u201d See rule <a href=\"#rule-701-44\">701.44<\/a>, \u201cExplore.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10t\">111.10t<\/span><\/strong> A Junk token is a colorless Junk artifact token with \u201c{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10u\">111.10u<\/span><\/strong> A Lander token is a colorless Lander artifact token with \u201c{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-111-10v\">111.10v<\/span><\/strong> A Mutagen token is a colorless Mutagen artifact token with \u201c{1}, {T}, Sacrifice this token: Put a &#043;1\/&#043;1 counter on target creature. Activate only as a sorcery.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-111-11\">111.11<\/a><\/strong>. If an effect instructs a player to create a token by name, doesn\u2019t define any other characteristics for that token, and the name is not one of the types in the list of predefined tokens above, that player uses the card with that name in the Oracle card reference to determine the characteristics of that token.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Disa the Restless has the ability \u201cWhenever one or more creatures you control deal combat damage to a player, create a Tarmogoyf token.\u201d As that ability resolves, its controller creates a token with the same characteristics as the card named Tarmogoyf, as determined by the Oracle card reference.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-12\">111.12<\/a><\/strong>. If an effect instructs a player to create a token that is a copy of a nonexistent object, no token is created (see rule <a href=\"#rule-707\">707<\/a>, \u201cCopying Objects\u201d). This does not apply to an effect that would use the last known information of an object.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Mimic Vat has a triggered ability whose effect gives you the option to exile a card and an activated ability that says \u201cCreate a token that\u2019s a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.\u201d If no card has been exiled with Mimic Vat\u2019s triggered ability, no token is created.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-111-13\">111.13<\/a><\/strong>. A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became that token. The token is not \u201ccreated\u201d for the purposes of any replacement effects or triggered abilities that refer to creating a token.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-112\"><\/p>\n<h4 id=\"rule-112\">112. Spells<\/h4>\n<p><\/strong><strong><span id=\"rule-112-1\">112.1<\/a><\/strong>. A spell is a card on the stack. As the first step of being cast (see rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells\u201d), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner\u2019s hand. (See rule <a href=\"#rule-405\">405<\/a>, \u201cStack.\u201d) A spell remains on the stack as a spell until it resolves (see rule <a href=\"#rule-608\">608<\/a>, \u201cResolving Spells and Abilities\u201d), is countered (see rule <a href=\"#rule-701-6\">701.6<\/a>), or otherwise leaves the stack. For more information, see <a href=\"#section-6\">section 6, \u201cSpells, Abilities, and Effects.\u201d<\/a><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-112-1a\">112.1a<\/span><\/strong> A copy of a spell is also a spell, even if it has no card associated with it. See rule <a href=\"#rule-707-10\">707.10<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-112-1b\">112.1b<\/span><\/strong> Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule <a href=\"#rule-707-12\">707.12<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-112-2\">112.2<\/a><\/strong>. A spell\u2019s owner is the same as the owner of the card that represents it, unless it\u2019s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell\u2019s controller is, by default, the player who put it on the stack. Every spell has a controller.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-112-2a\">112.2a<\/span><\/strong> Some effects instruct a player to create a copy of a card and say they may cast it. In that case, the owner of that copy is the player who is instructed to create it and given permission to cast it.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-112-3\">112.3<\/a><\/strong>. A noncopy spell\u2019s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-112-4\">112.4<\/a><\/strong>. If an effect of a resolving spell or ability changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule <a href=\"#rule-400-7\">400.7<\/a>.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-113\"><\/p>\n<h4 id=\"rule-113\">113. Abilities<\/h4>\n<p><\/strong><strong><span id=\"rule-113-1\">113.1<\/a><\/strong>. An ability can be one of three things:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-1a\">113.1a<\/span><\/strong> An ability can be a characteristic an object has that lets it affect the game. An object\u2019s abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that grant abilities usually use the words \u201chas,\u201d \u201chave,\u201d \u201cgains,\u201d or \u201cgain.\u201d) Abilities generate effects. (See rule <a href=\"#rule-609\">609<\/a>, \u201cEffects.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-1b\">113.1b<\/span><\/strong> An ability can be something that a player has that changes how the game affects the player. A player normally has no abilities unless granted to that player by effects.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-1c\">113.1c<\/span><\/strong> An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See <a href=\"#section-6\">section 6, \u201cSpells, Abilities, and Effects.\u201d<\/a>)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-113-2\">113.2<\/a><\/strong>. Abilities can affect the objects they\u2019re on. They can also affect other objects and\/or players.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-2a\">113.2a<\/span><\/strong> Abilities can be beneficial or detrimental.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> \u201cThis creature can\u2019t block\u201d is an ability.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-2b\">113.2b<\/span><\/strong> An additional cost or alternative cost to cast a card is an ability of the card.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-2c\">113.2c<\/span><\/strong> An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule <a href=\"#rule-702\">702<\/a>, \u201cKeyword Abilities\u201d), each paragraph break in a card\u2019s text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has 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.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-2d\">113.2d<\/span><\/strong> Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule <a href=\"#rule-609\">609<\/a>, \u201cEffects.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-113-3\">113.3<\/a><\/strong>. There are four general categories of abilities:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-3a\">113.3a<\/span><\/strong> Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it\u2019s an activated ability, a triggered ability, or a static ability that fits the criteria described in rule <a href=\"#rule-113-6\">113.6<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-3b\">113.3b<\/span><\/strong> Activated abilities have a cost and an effect. They are written as \u201c[Cost]: [Effect.] [Activation instructions (if any).]\u201d A player may activate such an ability whenever they have priority. Doing so puts it on the stack, where it remains until it\u2019s countered, it resolves, or it otherwise leaves the stack. See rule <a href=\"#rule-602\">602<\/a>, \u201cActivating Activated Abilities.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-3c\">113.3c<\/span><\/strong> Triggered abilities have a trigger condition and an effect. They are written as \u201c[Trigger condition], [effect],\u201d and include (and usually begin with) the word \u201cwhen,\u201d \u201cwhenever,\u201d or \u201cat.\u201d Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it\u2019s countered, it resolves, or it otherwise leaves the stack. See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-3d\">113.3d<\/span><\/strong> Static abilities are written as statements. They\u2019re simply true. Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone. See rule <a href=\"#rule-604\">604<\/a>, \u201cHandling Static Abilities.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-113-4\">113.4<\/a><\/strong>. Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don\u2019t use the stack, and, under certain circumstances, a player can activate mana abilities even if they don\u2019t have priority. See rule <a href=\"#rule-605\">605<\/a>, \u201cMana Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-113-5\">113.5<\/a><\/strong>. Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn. See rule <a href=\"#rule-606\">606<\/a>, \u201cLoyalty Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-113-6\">113.6<\/a><\/strong>. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6a\">113.6a<\/span><\/strong> Characteristic-defining abilities function everywhere, even outside the game and before the game begins. (See rule <a href=\"#rule-604-3\">604.3<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6b\">113.6b<\/span><\/strong> An ability that states which zones it functions in functions only from those zones.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6c\">113.6c<\/span><\/strong> An ability that states which zones it doesn\u2019t function in functions everywhere except for the specified zones, even outside the game and before the game begins.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6d\">113.6d<\/span><\/strong> An object\u2019s ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what that particular object costs to cast functions on the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6e\">113.6e<\/span><\/strong> An object\u2019s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object\u2019s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6f\">113.6f<\/span><\/strong> An object\u2019s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6g\">113.6g<\/span><\/strong> An object\u2019s ability that states it can\u2019t be countered or can\u2019t be copied functions on the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6h\">113.6h<\/span><\/strong> An object\u2019s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule <a href=\"#rule-614-12\">614.12<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6i\">113.6i<\/span><\/strong> An object\u2019s ability that states counters can\u2019t be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6j\">113.6j<\/span><\/strong> An object\u2019s activated ability that has a cost that can\u2019t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6k\">113.6k<\/span><\/strong> A trigger condition that can\u2019t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Absolver Thrull has the ability \u201cWhen this creature enters or the creature it haunts dies, destroy target enchantment.\u201d The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule <a href=\"#rule-702-55\">702.55<\/a>, \u201cHaunt.\u201d)<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6m\">113.6m<\/span><\/strong> An ability whose cost or effect specifies that it moves the object it\u2019s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Reassembling Skeleton says \u201c{1}{B}: Return this card from your graveyard to the battlefield tapped.\u201d A player may activate this ability only if Reassembling Skeleton is in their graveyard.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6n\">113.6n<\/span><\/strong> An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can\u2019t affect the format legality of a card, including whether it\u2019s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at <a href=\"https:\/\/WPN.Wizards.com\/en\/rules-documents\" target=\"_blank\">WPN.Wizards.com\/en\/rules-documents<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-6p\">113.6p<\/span><\/strong> Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule <a href=\"#rule-114\">114<\/a>, \u201cEmblems\u201d; rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase\u201d; rule <a href=\"#rule-902\">902<\/a>, \u201cVanguard\u201d; rule <a href=\"#rule-904\">904<\/a>, \u201cArchenemy\u201d; and rule <a href=\"#rule-905\">905<\/a>, \u201cConspiracy Draft.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-113-7\">113.7<\/a><\/strong>. The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules <a href=\"#rule-603-7d\">603.7d\u2013f<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-7a\">113.7a<\/span><\/strong> Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won\u2019t affect the ability. Note that some abilities cause a source to do something (for example, \u201cThis creature deals 1 damage to any target\u201d) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it\u2019s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-113-8\">113.8<\/a><\/strong>. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability\u2019s source when it triggered, or, if it had no controller, the player who owned the ability\u2019s source when it triggered. To determine the controller of a delayed triggered ability, see rules <a href=\"#rule-603-7d\">603.7d\u2013f<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-113-9\">113.9<\/a><\/strong>. Activated and triggered abilities on the stack aren\u2019t spells, and therefore can\u2019t be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities. Static abilities don\u2019t use the stack and thus can\u2019t be countered at all.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-113-10\">113.10<\/a><\/strong>. Effects can add or remove abilities of objects. An effect that adds an ability will state that the object \u201cgains\u201d or \u201chas\u201d that ability, or similar. An effect that removes an ability will state that the object \u201closes\u201d that ability.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-10a\">113.10a<\/span><\/strong> An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability that\u2019s added to the object.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-10b\">113.10b<\/span><\/strong> Effects that remove an ability remove all instances of it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-113-10c\">113.10c<\/span><\/strong> If two or more effects add and remove the same ability, in general the most recent one prevails. See rule <a href=\"#rule-613\">613<\/a> for more information about the interaction of continuous effects.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-113-11\">113.11<\/a><\/strong>. Effects can stop an object from having a specified ability. These effects say that the object \u201ccan\u2019t have\u201d that ability. If the object has that ability, it loses it. It\u2019s also impossible for an effect or keyword counter to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won\u2019t apply to that object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-113-12\">113.12<\/a><\/strong>. An effect that sets an object\u2019s characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object \u201cgains\u201d or \u201chas\u201d an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (\u201c[permanent] is [characteristic value]\u201d), it\u2019s not granting an ability. (See rule <a href=\"#rule-604-3\">604.3<\/a>.) Similarly, if an effect states a quality of that object (\u201c[creature] can\u2019t be blocked,\u201d for example), it\u2019s neither granting an ability nor setting a characteristic.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Muraganda Petroglyphs reads, \u201cCreatures with no abilities get &#043;2\/&#043;2.\u201d A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says \u201cEnchanted creature has flying\u201d would not get &#043;2\/&#043;2. A Runeclaw Bear enchanted by an Aura that says \u201cEnchanted creature is red\u201d or \u201cEnchanted creature can\u2019t be blocked\u201d would get &#043;2\/&#043;2.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-114\"><\/p>\n<h4 id=\"rule-114\">114. Emblems<\/h4>\n<p><\/strong><strong><span id=\"rule-114-1\">114.1<\/a><\/strong>. Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but usually no other characteristics.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-114-2\">114.2<\/a><\/strong>. An effect that creates an emblem is written \u201c[Player] gets an emblem with [ability].\u201d This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-114-3\">114.3<\/a><\/strong>. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no types, no mana cost, and no color. Most emblems also have no name.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-114-4\">114.4<\/a><\/strong>. Abilities of emblems function in the command zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-114-5\">114.5<\/a><\/strong>. An emblem is neither a card nor a permanent. Emblem isn\u2019t a card type.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-115\"><\/p>\n<h4 id=\"rule-115\">115. Targets<\/h4>\n<p><\/strong><strong><span id=\"rule-115-1\">115.1<\/a><\/strong>. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and\/or player(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can\u2019t be changed except by another spell or ability that explicitly says it can do so.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-1a\">115.1a<\/span><\/strong> An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase \u201ctarget [something],\u201d where the \u201csomething\u201d is a phrase that describes an object and\/or player. The target(s) are chosen as the spell is cast; see rule <a href=\"#rule-601-2c\">601.2c<\/a>. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A sorcery card has the ability \u201cWhen you cycle this card, target creature gets -1\/-1 until end of turn.\u201d This triggered ability is targeted, but that doesn\u2019t make the card it\u2019s on targeted.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-1b\">115.1b<\/span><\/strong> Aura spells are always targeted. An Aura\u2019s target is specified by its enchant keyword ability (see rule <a href=\"#rule-702-5\">702.5<\/a>, \u201cEnchant\u201d). The target is chosen as the spell is cast; see rule <a href=\"#rule-601-2c\">601.2c<\/a>. An Aura permanent doesn\u2019t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-1c\">115.1c<\/span><\/strong> An activated ability is targeted if it identifies something it will affect by using the phrase \u201ctarget [something],\u201d where the \u201csomething\u201d is a phrase that describes an object and\/or player. The target(s) are chosen as the ability is activated; see rule <a href=\"#rule-602-2b\">602.2b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-1d\">115.1d<\/span><\/strong> A triggered ability is targeted if it identifies something it will affect by using the phrase \u201ctarget [something],\u201d where the \u201csomething\u201d is a phrase that describes an object and\/or player. The target(s) are chosen as the ability is put on the stack; see rule <a href=\"#rule-603-3d\">603.3d<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-1e\">115.1e<\/span><\/strong> Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase \u201ctarget [something]\u201d appears in the rule for that keyword ability rather than in the ability itself. (The keyword\u2019s reminder text will often contain the word \u201ctarget.\u201d) See rule <a href=\"#rule-702\">702<\/a>, \u201cKeyword Abilities.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-115-2\">115.2<\/a><\/strong>. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can\u2019t exist on the battlefield, such as a spell or ability. See also rule <a href=\"#rule-115-4\">115.4<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-115-3\">115.3<\/a><\/strong>. The same target can\u2019t be chosen multiple times for any one instance of the word \u201ctarget\u201d on a spell or ability. If the spell or ability uses the word \u201ctarget\u201d in multiple places, the same object or player can be chosen once for each instance of the word \u201ctarget\u201d (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule <a href=\"#rule-115-7\">115.7<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-115-4\">115.4<\/a><\/strong>. Some spells and abilities that refer to damage require \u201cany target,\u201d \u201canother target,\u201d \u201ctwo targets,\u201d or similar rather than \u201ctarget [something].\u201d These targets may be creatures, players, planeswalkers, or battles. Other game objects, such as noncreature artifacts or spells, can\u2019t be chosen.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-115-5\">115.5<\/a><\/strong>. A spell or ability on the stack is an illegal target for itself.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-115-6\">115.6<\/a><\/strong>. A spell or ability that requires targets may allow zero targets to be chosen. Such a spell or ability is still said to require targets, but that spell or ability is targeted only if one or more targets have been chosen for it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-115-7\">115.7<\/a><\/strong>. Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose new targets for a spell or ability.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-7a\">115.7a<\/span><\/strong> If an effect allows a player to \u201cchange the target(s)\u201d of a spell or ability, each target can be changed only to another legal target. If a target can\u2019t be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren\u2019t changed to other legal targets, none of them are changed.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-7b\">115.7b<\/span><\/strong> If an effect allows a player to \u201cchange a target\u201d of a spell or ability, the process described in rule <a href=\"#rule-115-7a\">115.7a<\/a> is followed, except that only one of those targets may be changed (rather than all of them or none of them).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-7c\">115.7c<\/span><\/strong> If an effect allows a player to \u201cchange any targets\u201d of a spell or ability, the process described in rule <a href=\"#rule-115-7a\">115.7a<\/a> is followed, except that any number of those targets may be changed (rather than all of them or none of them).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-7d\">115.7d<\/span><\/strong> If an effect allows a player to \u201cchoose new targets\u201d for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-7e\">115.7e<\/span><\/strong> When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is legal.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Arc Trail is a sorcery that reads \u201cArc Trail deals 2 damage to any target and 1 damage to any other target.\u201d The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads \u201cYou may choose new targets for target spell,\u201d targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-7f\">115.7f<\/span><\/strong> A spell or ability may \u201cdivide\u201d or \u201cdistribute\u201d an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can\u2019t be changed.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-115-8\">115.8<\/a><\/strong>. Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn\u2019t allow that player to change its mode. (See rule <a href=\"#rule-700-2\">700.2<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-115-9\">115.9<\/a><\/strong>. Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-9a\">115.9a<\/span><\/strong> An object that looks for a \u201c[spell or ability] with [a number of] targets\u201d checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object or player became a target more than once, each of those instances is counted separately.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-9b\">115.9b<\/span><\/strong> An object that looks for a \u201c[spell or ability] that targets [something]\u201d checks the current state of that spell or ability\u2019s targets. If an object it targets is still in the zone it\u2019s expected to be in or a player it targets is still in the game, that target\u2019s current information is used, even if it\u2019s not currently legal for that spell or ability. If an object it targets is no longer in the zone it\u2019s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-9c\">115.9c<\/span><\/strong> An object that looks for a \u201c[spell or ability] that targets only [something]\u201d checks the number of different objects or players that were chosen as targets of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability\u2019s target is checked as described in rule <a href=\"#rule-115-9b\">115.9b<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-115-10\">115.10<\/a><\/strong>. Spells and abilities can affect objects and players they don\u2019t target. In general, those objects and players aren\u2019t chosen until the spell or ability resolves. See rule <a href=\"#rule-608\">608<\/a>, \u201cResolving Spells and Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-10a\">115.10a<\/span><\/strong> Just because an object or player is being affected by a spell or ability doesn\u2019t make that object or player a target of that spell or ability. Unless that object or player is identified by the word \u201ctarget\u201d in the text of that spell or ability, or the rule for that keyword ability, it\u2019s not a target.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-115-10b\">115.10b<\/span><\/strong> In particular, the word \u201cyou\u201d in an object\u2019s text doesn\u2019t indicate a target.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-116\"><\/p>\n<h4 id=\"rule-116\">116. Special Actions<\/h4>\n<p><\/strong><strong><span id=\"rule-116-1\">116.1<\/a><\/strong>. Special actions are actions a player may take when they have priority that don\u2019t use the stack. These are not to be confused with turn-based actions and state-based actions, which the game generates automatically. (See rule <a href=\"#rule-703\">703<\/a>, \u201cTurn-Based Actions,\u201d and rule <a href=\"#rule-704\">704<\/a>, \u201cState-Based Actions.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-116-2\">116.2<\/a><\/strong>. There are twelve special actions:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2a\">116.2a<\/span><\/strong> Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player\u2019s hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule <a href=\"#rule-305\">305<\/a>, \u201cLands.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2b\">116.2b<\/span><\/strong> Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2c\">116.2c<\/span><\/strong> Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time they have priority, unless that effect specifies another timing restriction, for as long as the effect allows it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2d\">116.2d<\/span><\/strong> Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2e\">116.2e<\/span><\/strong> One card (Circling Vultures) has the ability \u201cYou may discard Circling Vultures any time you could cast an instant.\u201d Doing so is a special action. A player can take such an action any time they have priority.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2f\">116.2f<\/span><\/strong> A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule <a href=\"#rule-702-62\">702.62<\/a>, \u201cSuspend.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2g\">116.2g<\/span><\/strong> A player who has chosen a companion may pay {3} to put that card from outside the game into their hand. This is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn, but only if they haven\u2019t done so yet this game. (See rule <a href=\"#rule-702-139\">702.139<\/a>, \u201cCompanion.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2h\">116.2h<\/span><\/strong> A player who has a card with foretell in their hand may pay {2} and exile that card face down. This is a special action. A player may take this action any time they have priority during their turn. See rule <a href=\"#rule-702-143\">702.143<\/a>, \u201cForetell.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2i\">116.2i<\/span><\/strong> In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. Note that this number won\u2019t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2j\">116.2j<\/span><\/strong> In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time they have priority. See rule <a href=\"#rule-905-4a\">905.4a<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2k\">116.2k<\/span><\/strong> A player who has a card with plot in their hand may exile that card. This is a special action. A player can take this action any time they have priority during their own turn while the stack is empty. See rule <a href=\"#rule-702-170\">702.170<\/a>, \u201cPlot.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-116-2m\">116.2m<\/span><\/strong> A player who controls a permanent that has one or more locked halves (see rule <a href=\"#rule-709-5\">709.5<\/a>) may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an \u201cunlock cost.\u201d A player can take this action any time they have priority and the stack is empty during a main phase of their turn.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-116-3\">116.3<\/a><\/strong>. If a player takes a special action, that player receives priority afterward.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-117\"><\/p>\n<h4 id=\"rule-117\">117. Timing and Priority<\/h4>\n<p><\/strong><strong><span id=\"rule-117-1\">117.1<\/a><\/strong>. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-1a\">117.1a<\/span><\/strong> A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-1b\">117.1b<\/span><\/strong> A player may activate an activated ability any time they have priority.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-1c\">117.1c<\/span><\/strong> A player may take some special actions any time they have priority. A player may take other special actions during their main phase any time they have priority and the stack is empty. See rule <a href=\"#rule-116\">116<\/a>, \u201cSpecial Actions.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-1d\">117.1d<\/span><\/strong> A player may activate a mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-117-2\">117.2<\/a><\/strong>. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-2a\">117.2a<\/span><\/strong> Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn\u2019t yet been put on the stack is put on the stack. See rule <a href=\"#rule-117-5\">117.5<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-2b\">117.2b<\/span><\/strong> Static abilities continuously affect the game. Priority doesn\u2019t apply to them. (See rule <a href=\"#rule-604\">604<\/a>, \u201cHandling Static Abilities,\u201d and rule <a href=\"#rule-611\">611<\/a>, \u201cContinuous Effects.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-2c\">117.2c<\/span><\/strong> Turn-based actions happen automatically when certain steps or phases begin. They\u2019re dealt with before a player would receive priority. See rule <a href=\"#rule-117-3a\">117.3a<\/a>. Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule <a href=\"#rule-703\">703<\/a>, \u201cTurn-Based Actions.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-2d\">117.2d<\/span><\/strong> State-based actions happen automatically when certain conditions are met. See rule <a href=\"#rule-704\">704<\/a>. They\u2019re dealt with before a player would receive priority. See rule <a href=\"#rule-117-5\">117.5<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-2e\">117.2e<\/span><\/strong> Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate mana abilities. Even if a player is doing so, no player has priority while a spell or ability is resolving. See rule <a href=\"#rule-608\">608<\/a>, \u201cResolving Spells and Abilities.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-117-3\">117.3<\/a><\/strong>. Which player has priority is determined by the following rules:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-3a\">117.3a<\/span><\/strong> The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule <a href=\"#rule-703\">703<\/a>) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don\u2019t get priority during the cleanup step (see rule <a href=\"#rule-514-3\">514.3<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-3b\">117.3b<\/span><\/strong> The active player receives priority after a spell or ability (other than a mana ability) resolves.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-3c\">117.3c<\/span><\/strong> If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-117-3d\">117.3d<\/span><\/strong> If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player\u2019s mana pool, they announce what mana is there. Then the next player in turn order receives priority.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-117-4\">117.4<\/a><\/strong>. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-117-5\">117.5<\/a><\/strong>. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule <a href=\"#rule-704\">704<\/a>, \u201cState-Based Actions\u201d), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities\u201d). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-117-6\">117.6<\/a><\/strong>. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule <a href=\"#rule-805\">805<\/a>, \u201cShared Team Turns Option.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-117-7\">117.7<\/a><\/strong>. If a player with priority casts a spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated \u201cin response to\u201d the earlier spell or ability. The new spell or ability will resolve first. See rule <a href=\"#rule-608\">608<\/a>, \u201cResolving Spells and Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-118\"><\/p>\n<h4 id=\"rule-118\">118. Costs<\/h4>\n<p><\/strong><strong><span id=\"rule-118-1\">118.1<\/a><\/strong>. A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-118-2\">118.2<\/a><\/strong>. If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-118-3\">118.3<\/a><\/strong>. A player can\u2019t pay a cost without having the necessary resources to pay it fully. For example, a player with only 1 life can\u2019t pay a cost of 2 life, and a permanent that\u2019s already tapped can\u2019t be tapped to pay a cost. See rule <a href=\"#rule-202\">202<\/a>, \u201cMana Cost and Color,\u201d and rule <a href=\"#rule-602\">602<\/a>, \u201cActivating Activated Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-3a\">118.3a<\/span><\/strong> Paying mana is done by removing the indicated mana from a player\u2019s mana pool. (Players can always pay 0 mana.) If excess mana remains in that player\u2019s mana pool after making that payment, the player announces what mana is still there.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-3b\">118.3b<\/span><\/strong> Paying life is done by subtracting the indicated amount of life from a player\u2019s life total. (Players can always pay 0 life.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-3c\">118.3c<\/span><\/strong> Activating mana abilities is not mandatory, even if paying a cost is.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-118-4\">118.4<\/a><\/strong>. Some costs include an {X} or an X. See rule <a href=\"#rule-107-3\">107.3<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-118-5\">118.5<\/a><\/strong>. Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the player\u2019s acknowledgment that they are paying it. Even though such a cost requires no resources, it\u2019s not automatically paid.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-5a\">118.5a<\/span><\/strong> A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it won\u2019t cast itself automatically. The same is true for an activated ability whose cost is {0}.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-118-6\">118.6<\/a><\/strong>. Some objects have no mana cost. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of an object with no mana cost. Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-6a\">118.6a<\/span><\/strong> If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-118-7\">118.7<\/a><\/strong>. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it\u2019s considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-7a\">118.7a<\/span><\/strong> Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can\u2019t affect the colored or colorless mana components of that cost.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-7b\">118.7b<\/span><\/strong> If a cost is reduced by an amount of colored or colorless mana, but the cost doesn\u2019t require mana of that type, the cost is reduced by that amount of generic mana.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-7c\">118.7c<\/span><\/strong> If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost\u2019s mana component of that color is reduced to nothing and the cost\u2019s generic mana component is reduced by the difference.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-7d\">118.7d<\/span><\/strong> If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost\u2019s colorless mana component is reduced to nothing and the cost\u2019s generic mana component is reduced by the difference.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-7e\">118.7e<\/span><\/strong> If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule <a href=\"#rule-601-2f\">601.2f<\/a>). If a colored half is chosen, the cost is reduced by one mana of that color. If a generic half is chosen, the cost is reduced by an amount of generic mana equal to that half\u2019s number.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-7f\">118.7f<\/span><\/strong> If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol\u2019s color.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-7g\">118.7g<\/span><\/strong> If a cost is reduced by an amount of mana represented by one or more snow mana symbols, the cost is reduced by that much generic mana.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-118-8\">118.8<\/a><\/strong>. Some spells and abilities have additional costs. An additional cost is a cost listed in a spell\u2019s rules text, or applied to a spell or ability from another effect, that its controller must pay at the same time they pay the spell\u2019s mana cost or the ability\u2019s activation cost. Note that some additional costs are listed in keywords; see rule <a href=\"#rule-702\">702<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-8a\">118.8a<\/span><\/strong> Any number of additional costs may be applied to a spell as it\u2019s being cast or to an ability as it\u2019s being activated. The controller of the spell or ability announces their intentions to pay any or all of those costs as described in rule <a href=\"#rule-601-2b\">601.2b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-8b\">118.8b<\/span><\/strong> Some additional costs are optional.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-8c\">118.8c<\/span><\/strong> If an effect instructs a player to cast a spell \u201cif able,\u201d and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn\u2019t required to cast that spell, even if those cards are present in that zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-8d\">118.8d<\/span><\/strong> Additional costs don\u2019t change a spell\u2019s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell\u2019s mana cost still see the original value.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-118-9\">118.9<\/a><\/strong>. Some spells have alternative costs. An alternative cost is a cost listed in a spell\u2019s text, or applied to it from another effect, that its controller may pay rather than paying the spell\u2019s mana cost. Alternative costs are usually phrased, \u201cYou may [action] rather than pay [this object\u2019s] mana cost,\u201d or \u201cYou may cast [this object] without paying its mana cost.\u201d Note that some alternative costs are listed in keywords; see rule <a href=\"#rule-702\">702<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-9a\">118.9a<\/span><\/strong> Only one alternative cost can be applied to any one spell as it\u2019s being cast. The controller of the spell announces their intentions to pay that cost as described in rule <a href=\"#rule-601-2b\">601.2b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-9b\">118.9b<\/span><\/strong> Alternative costs are generally optional. An effect that allows you to cast a spell may require a certain alternative cost to be paid.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-9c\">118.9c<\/span><\/strong> An alternative cost doesn\u2019t change a spell\u2019s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell\u2019s mana cost still see the original value.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-9d\">118.9d<\/span><\/strong> If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and cost reductions that affect that spell are applied to that alternative cost. (See rule <a href=\"#rule-601-2f\">601.2f<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-118-10\">118.10<\/a><\/strong>. Each payment of a cost applies to only one spell, ability, or effect. For example, a player can\u2019t sacrifice just one creature to activate the activated abilities of two permanents that each require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn\u2019t pay another spell or ability\u2019s cost, even if part of its effect is doing the same thing the other cost asks for.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-118-11\">118.11<\/a><\/strong>. The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don\u2019t match the actions that are called for, the cost has still been paid.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of \u201cDraw a card,\u201d and Obstinate Familiar, a creature that says \u201cIf you would draw a card, you may skip that draw instead.\u201d The player may decide to pay Psychic Vortex\u2019s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-118-12\">118.12<\/a><\/strong>. Some spells, activated abilities, and triggered abilities read, \u201c[Do something]. If [a player] [does, doesn\u2019t, or can\u2019t], [effect].\u201d Or \u201c[A player] may [do something]. If [that player] [does, doesn\u2019t, or can\u2019t], [effect].\u201d The action [do something] is a cost, paid when the spell or ability resolves. The \u201cIf [a player] [does, doesn\u2019t, or can\u2019t]\u201d clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> You control Standstill, an enchantment that says \u201cWhen a player casts a spell, sacrifice this enchantment. If you do, each of that player\u2019s opponents draws three cards.\u201d A spell is cast, causing Standstill\u2019s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill\u2019s ability resolves, you\u2019re unable to pay the \u201csacrifice Standstill\u201d cost. No player will draw cards.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Your opponent has cast Gather Specimens, a spell that says \u201cIf a creature would enter the battlefield under an opponent\u2019s control this turn, it enters under your control instead.\u201d You control a face-down Dermoplasm, a creature with morph that says \u201cWhen this creature is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return this creature to its owner\u2019s hand.\u201d You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent\u2019s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner\u2019s hand.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-12a\">118.12a<\/span><\/strong> Some spells, activated abilities, and triggered abilities read, \u201c[Do something] unless [a player does something else].\u201d This means the same thing as \u201c[A player may do something else]. If [that player doesn\u2019t], [do something].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-12b\">118.12b<\/span><\/strong> Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an \u201cIf [a player] does\u201d clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-118-13\">118.13<\/a><\/strong>. Some costs contain mana symbols that can be paid in multiple ways. These include hybrid mana symbols and Phyrexian mana symbols.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-13a\">118.13a<\/span><\/strong> If the mana cost of a spell or the activation cost of an activated ability contains a mana symbol that can be paid in multiple ways, the choice of how to pay for that symbol is made as its controller proposes that spell or ability (see rule <a href=\"#rule-601-2b\">601.2b<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-13b\">118.13b<\/span><\/strong> If a cost paid during the resolution of a spell or ability contains a mana symbol that can be paid in multiple ways, the player paying that cost chooses how to pay for that symbol immediately before they pay that cost.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-118-13c\">118.13c<\/span><\/strong> If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-118-14\">118.14<\/a><\/strong>. Some effects say that \u201cmana of any type can be spent\u201d to pay a cost. This means that players may spend mana as though it were colorless mana or mana of any color to pay that cost. If that effect also gives a player permission to cast spells, this applies only to mana that player spends to cast spells that way. See rule <a href=\"#rule-609-4b\">609.4b<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-119\"><\/p>\n<h4 id=\"rule-119\">119. Life<\/h4>\n<p><\/strong><strong><span id=\"rule-119-1\">119.1<\/a><\/strong>. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-119-1a\">119.1a<\/span><\/strong> In a Two-Headed Giant game, each team\u2019s starting life total is 30. See rule <a href=\"#rule-810\">810<\/a>, \u201cTwo-Headed Giant Variant.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-119-1b\">119.1b<\/span><\/strong> In a Vanguard game, each player\u2019s starting life total is 20 plus or minus the life modifier of their vanguard card. See rule <a href=\"#rule-902\">902<\/a>, \u201cVanguard.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-119-1c\">119.1c<\/span><\/strong> In a Commander game, each player\u2019s starting life total is 40. See rule <a href=\"#rule-903\">903<\/a>, \u201cCommander.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-119-1d\">119.1d<\/span><\/strong> In a two-player Brawl game, each player\u2019s starting life total is 25. In a multiplayer Brawl game, each player\u2019s starting life total is 30. See rule <a href=\"#rule-903-12\">903.12<\/a>, \u201cBrawl Option.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-119-1e\">119.1e<\/span><\/strong> In an Archenemy game, the archenemy\u2019s starting life total is 40. See rule <a href=\"#rule-904\">904<\/a>, \u201cArchenemy.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-119-2\">119.2<\/a><\/strong>. Damage dealt to a player normally causes that player to lose that much life. See rule <a href=\"#rule-120-3\">120.3<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-119-3\">119.3<\/a><\/strong>. If an effect causes a player to gain life or lose life, that player\u2019s life total is adjusted accordingly.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-119-4\">119.4<\/a><\/strong>. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-119-4a\">119.4a<\/span><\/strong> If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if their team\u2019s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their team\u2019s life total.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-119-4b\">119.4b<\/span><\/strong> Players can always pay 0 life, no matter what their (or their team\u2019s) life total is, and even if an effect says players can\u2019t pay life.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-119-5\">119.5<\/a><\/strong>. If an effect sets a player\u2019s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-119-6\">119.6<\/a><\/strong>. If a player has 0 or less life, that player loses the game as a state-based action. See rule <a href=\"#rule-704\">704<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-119-7\">119.7<\/a><\/strong>. If an effect says that a player can\u2019t gain life, that player can\u2019t make an exchange such that the player\u2019s life total would become higher; in that case, the exchange won\u2019t happen. Similarly, if an effect redistributes life totals, a player can\u2019t receive a new life total such that the player\u2019s life total would become higher. In addition, a cost that involves having that player gain life can\u2019t be paid, and a replacement effect that would replace a life gain event affecting that player won\u2019t do anything.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-119-8\">119.8<\/a><\/strong>. If an effect says that a player can\u2019t lose life, that player can\u2019t make an exchange such that the player\u2019s life total would become lower; in that case, the exchange won\u2019t happen. Similarly, if an effect redistributes life totals, a player can\u2019t receive a new life total such that the player\u2019s life total would become lower. In addition, a cost that involves having that player pay life can\u2019t be paid.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-119-9\">119.9<\/a><\/strong>. Some triggered abilities are written, \u201cWhenever [a player] gains life, . . . .\u201d Such abilities are treated as though they are written, \u201cWhenever a source causes [a player] to gain life, . . . .\u201d If a player gains 0 life, no life gain event has occurred, and these abilities won\u2019t trigger.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-119-10\">119.10<\/a><\/strong>. Some replacement effects are written, \u201cIf [a player] would gain life, . . . .\u201d Such abilities are treated as though they are written, \u201cIf a source would cause [a player] to gain life, . . . .\u201d If a player gains 0 life, no life gain event would occur, and these effects won\u2019t apply.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-120\"><\/p>\n<h4 id=\"rule-120\">120. Damage<\/h4>\n<p><\/strong><strong><span id=\"rule-120-1\">120.1<\/a><\/strong>. Objects can deal damage to battles, creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-1a\">120.1a<\/span><\/strong> Damage can\u2019t be dealt to an object that\u2019s not a battle, a creature, or a planeswalker.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-120-2\">120.2<\/a><\/strong>. Any object can deal damage.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-2a\">120.2a<\/span><\/strong> Damage may be dealt as a result of combat. Each attacking and blocking creature deals combat damage equal to its power during the combat damage step.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-2b\">120.2b<\/span><\/strong> Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-120-3\">120.3<\/a><\/strong>. Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage\u2019s source, and the characteristics of the damage\u2019s recipient (if it\u2019s a permanent).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-3a\">120.3a<\/span><\/strong> Damage dealt to a player by a source without infect causes that player to lose that much life.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-3b\">120.3b<\/span><\/strong> Damage dealt to a player by a source with infect causes that source\u2019s controller to give the player that many poison counters.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-3c\">120.3c<\/span><\/strong> Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-3d\">120.3d<\/span><\/strong> Damage dealt to a creature by a source with wither and\/or infect causes that source\u2019s controller to put that many -1\/-1 counters on that creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-3e\">120.3e<\/span><\/strong> Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-3f\">120.3f<\/span><\/strong> Damage dealt by a source with lifelink causes that source\u2019s controller to gain that much life, in addition to the damage\u2019s other results.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-3g\">120.3g<\/span><\/strong> Combat damage dealt to a player by a creature with toxic causes that creature\u2019s controller to give the player a number of poison counters equal to that creature\u2019s total toxic value, in addition to the damage\u2019s other results. See rule <a href=\"#rule-702-164\">702.164<\/a>, \u201cToxic.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-3h\">120.3h<\/span><\/strong> Damage dealt to a battle causes that many defense counters to be removed from that battle.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-120-4\">120.4<\/a><\/strong>. Damage is processed in a four-part sequence.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-4a\">120.4a<\/span><\/strong> First, if an effect that\u2019s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule <a href=\"#rule-120-6\">120.6<\/a>.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule <a href=\"#rule-702-2\">702.2<\/a>.) If the first permanent is a planeswalker, the excess damage is the amount of damage in excess of that planeswalker\u2019s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is a battle, the excess damage is the amount of damage in excess of that battle\u2019s defense, taking into account damage from other sources that would be dealt at the same time. If the first permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage is the greatest of the calculated amounts for each of the card types it has.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-4b\">120.4b<\/span><\/strong> Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule <a href=\"#rule-614\">614<\/a>, \u201cReplacement Effects,\u201d and rule <a href=\"#rule-615\">615<\/a>, \u201cPrevention Effects.\u201d) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-4c\">120.4c<\/span><\/strong> Third, damage that\u2019s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-120-4d\">120.4d<\/span><\/strong> Finally, the damage event occurs.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player who controls Boon Reflection, an enchantment that says \u201cIf you would gain life, you gain twice that much life instead,\u201d attacks with a 3\/3 creature with wither and lifelink. It\u2019s blocked by a 2\/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2\/2 creature, 2 damage is dealt to the 3\/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2\/2 creature, 2 damage is dealt to the 3\/3 creature]. That\u2019s processed into its results, so the damage event is now [one -1\/-1 counter is put on the 2\/2 creature, the active player gains 1 life, 2 damage is marked on the 3\/3 creature]. Boon Reflection\u2019s effect is applied, so the damage event becomes [one -1\/-1 counter is put on the 2\/2 creature, the active player gains 2 life, 2 damage is marked on the 3\/3 creature]. Then the damage event occurs.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The defending player controls a creature and Worship, an enchantment that says \u201cIf you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.\u201d That player is at 2 life, and is being attacked by two unblocked 5\/5 creatures. The player casts Awe Strike, which says \u201cThe next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way,\u201d targeting one of the attackers. The damage event starts out as [10 damage is dealt to the defending player]. Awe Strike\u2019s effect is applied, so the damage event becomes [5 damage is dealt to the defending player, the defending player gains 5 life]. That\u2019s processed into its results, so the damage event is now [the defending player loses 5 life, the defending player gains 5 life]. Worship\u2019s effect sees that the damage event would not reduce the player\u2019s life total to less than 1, so Worship\u2019s effect is not applied. Then the damage event occurs.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-120-5\">120.5<\/a><\/strong>. Damage dealt to a creature, planeswalker, or battle doesn\u2019t destroy it. Likewise, the source of that damage doesn\u2019t destroy it. Rather, state-based actions may destroy a creature or otherwise put a permanent into its owner\u2019s graveyard, due to the results of the damage dealt to that permanent. See rule <a href=\"#rule-704\">704<\/a>.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player casts Lightning Bolt, an instant that says \u201cLightning Bolt deals 3 damage to any target,\u201d targeting a 2\/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-120-6\">120.6<\/a><\/strong>. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule <a href=\"#rule-704\">704<\/a>). All damage marked on a permanent is removed when it regenerates (see rule <a href=\"#rule-701-19\">701.19<\/a>, \u201cRegenerate\u201d) and during the cleanup step (see rule <a href=\"#rule-514-2\">514.2<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-120-7\">120.7<\/a><\/strong>. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that\u2019s waiting to apply, or by a delayed triggered ability that\u2019s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn\u2019t need to be capable of dealing damage to be a legal choice. See rule <a href=\"#rule-609-7\">609.7<\/a>, \u201cSources of Damage.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-120-8\">120.8<\/a><\/strong>. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won\u2019t trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-120-9\">120.9<\/a><\/strong>. If an ability triggers on damage being dealt by a specific source or sources, and the effect refers to the \u201cdamage dealt,\u201d it refers only to the damage dealt by the specified sources and not to any damage dealt at the same time by other sources.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-120-10\">120.10<\/a><\/strong>. Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker\u2019s loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If those sources together dealt an amount of damage to a battle greater than that battle\u2019s defense before the damage was dealt, excess damage equal to the difference was dealt to that battle. If a permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage dealt to that permanent is the greatest of the calculated amounts for each of the card types it has.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-121\"><\/p>\n<h4 id=\"rule-121\">121. Drawing a Card<\/h4>\n<p><\/strong><strong><span id=\"rule-121-1\">121.1<\/a><\/strong>. A player draws a card by putting the top card of their library into their hand. This is done as a turn-based action during each player\u2019s draw step. It may also be done as part of a cost or effect of a spell or ability.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-121-2\">121.2<\/a><\/strong>. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-121-2a\">121.2a<\/span><\/strong> An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule <a href=\"#rule-616-1g\">616.1g<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-121-2b\">121.2b<\/span><\/strong> Some effects say that a player can\u2019t draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can\u2019t choose to do so. Similarly, the player can\u2019t pay a cost that includes drawing multiple cards.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-121-2c\">121.2c<\/span><\/strong> If more than one player is instructed to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-121-2d\">121.2d<\/span><\/strong> If more than one player is instructed to draw cards in a game that\u2019s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-121-3\">121.3<\/a><\/strong>. If there are no cards in a player\u2019s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can\u2019t draw cards and another effect offers that player the choice to draw a card, that player can\u2019t choose to do so.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-121-3a\">121.3a<\/span><\/strong> The same principles apply if the player who\u2019s making the choice is not the player who would draw the card. If the latter player has no cards in their library, the choice can be taken. If an effect says that the latter player can\u2019t draw a card, the choice can\u2019t be taken.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-121-4\">121.4<\/a><\/strong>. A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would receive priority. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-121-5\">121.5<\/a><\/strong>. If an effect moves cards from a player\u2019s library to that player\u2019s hand without using the word \u201cdraw,\u201d the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards and effects that replace card draws, as well as if the player\u2019s library is empty.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-121-6\">121.6<\/a><\/strong>. Some effects replace card draws.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-121-6a\">121.6a<\/span><\/strong> An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player\u2019s library.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-121-6b\">121.6b<\/span><\/strong> If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-121-6c\">121.6c<\/span><\/strong> Some effects perform additional actions on a card after it\u2019s drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-121-7\">121.7<\/a><\/strong>. Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven\u2019t been replaced, those parts occur first, then the card draws happen one at a time.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-121-8\">121.8<\/a><\/strong>. If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule <a href=\"#rule-601-2i\">601.2i<\/a>) or until the casting process is reversed (see rule <a href=\"#rule-732\">732<\/a>, \u201cHandling Illegal Actions\u201d). The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it\u2019s being drawn, it\u2019s revealed after the spell becomes cast or the ability becomes activated. While face down, the drawn card is considered to have no characteristics and can\u2019t be used to pay any part of the cost of the spell or ability that would require the card to have specific characteristics.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-121-9\">121.9<\/a><\/strong>. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-122\"><\/p>\n<h4 id=\"rule-122\">122. Counters<\/h4>\n<p><\/strong><strong><span id=\"rule-122-1\">122.1<\/a><\/strong>. A counter is a marker placed on an object or player that modifies its characteristics and\/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-122-1a\">122.1a<\/span><\/strong> A &#043;X\/&#043;Y counter on a creature or on a creature card in a zone other than the battlefield, where X and Y are numbers, adds X to that object\u2019s power and Y to that object\u2019s toughness. Similarly, -X\/-Y counters subtract from power and toughness. See rule <a href=\"#rule-613-4c\">613.4c<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-122-1b\">122.1b<\/span><\/strong> A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule <a href=\"#rule-613-1f\">613.1f<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-122-1c\">122.1c<\/span><\/strong> One or more shield counters on a permanent create a single replacement effect and a single prevention effect that protect the permanent. These effects are \u201cIf this permanent would be destroyed as the result of an effect, instead remove a shield counter from it\u201d and \u201cIf damage would be dealt to this permanent, prevent that damage and remove a shield counter from it.\u201d See rule <a href=\"#rule-614\">614<\/a>, \u201cReplacement Effects,\u201d and rule <a href=\"#rule-615\">615<\/a>, \u201cPrevention Effects.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-122-1d\">122.1d<\/span><\/strong> One or more stun counters on a permanent create a single replacement effect that stops the permanent from untapping. That effect is \u201cIf a permanent with a stun counter on it would become untapped, instead remove a stun counter from it.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-122-1e\">122.1e<\/span><\/strong> The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner\u2019s graveyard as a state-based action. See rule <a href=\"#rule-704\">704<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-122-1f\">122.1f<\/span><\/strong> If a player has ten or more poison counters, that player loses the game as a state-based action. See rule <a href=\"#rule-704\">704<\/a>. A player is \u201cpoisoned\u201d if they have one or more poison counters. (See rule <a href=\"#rule-810\">810<\/a> for additional rules for Two-Headed Giant games.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-122-1g\">122.1g<\/span><\/strong> The number of defense counters on a battle on the battlefield indicates how much defense it has. A battle with 0 defense is put into its owner\u2019s graveyard if it isn\u2019t the source of an ability that has triggered but not yet left the stack. This state-based action doesn\u2019t use the stack. See rule <a href=\"#rule-704\">704<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-122-1h\">122.1h<\/span><\/strong> One or more finality counters on a permanent create a single replacement effect that stops the permanent from going to the graveyard. That effect is \u201cIf this permanent would be put into a graveyard from the battlefield, exile it instead.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-122-1i\">122.1i<\/span><\/strong> One or more rad counters on a player cause a triggered ability to trigger at the beginning of that player\u2019s precombat main phase. See rule <a href=\"#rule-727\">727<\/a>, \u201cRad Counters.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-122-2\">122.2<\/a><\/strong>. Counters on an object are not retained if that object moves from one zone to another. The counters are not \u201cremoved\u201d; they simply cease to exist. See rule <a href=\"#rule-400-7\">400.7<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-122-3\">122.3<\/a><\/strong>. If a permanent has both a &#043;1\/&#043;1 counter and a -1\/-1 counter on it, N &#043;1\/&#043;1 and N -1\/-1 counters are removed from it as a state-based action, where N is the smaller of the number of &#043;1\/&#043;1 and -1\/-1 counters on it. See rule <a href=\"#rule-704\">704<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-122-4\">122.4<\/a><\/strong>. If a permanent with an ability that says it can\u2019t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it as a state-based action. See rule <a href=\"#rule-704\">704<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-122-5\">122.5<\/a><\/strong>. If an effect says to \u201cmove\u201d a counter, it means to remove that counter from the object it\u2019s currently on and put it onto a second object. If either of these actions isn\u2019t possible, it\u2019s not possible to move a counter, and no counter is removed from or put onto anything. This may occur if the first and second objects are the same object; if the first object doesn\u2019t have the appropriate kind of counter on it; if the second object can\u2019t have counters put onto it; or if either object is no longer in the correct zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-122-6\">122.6<\/a><\/strong>. Some spells and abilities refer to counters being put on an object. This refers to putting counters on that object while it\u2019s on the battlefield and also to an object that\u2019s given counters as it enters the battlefield.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-122-6a\">122.6a<\/span><\/strong> If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify which player puts those counters on it. If the effect doesn\u2019t specify a player, the object\u2019s controller puts those counters on it.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-122-7\">122.7<\/a><\/strong>. An ability that triggers \u201cWhen\/Whenever the Nth [kind] counter\u201d is put on an object triggers when one or more counters of the appropriate kind are put on the object such that the object had fewer than N counters on it before the counters were put on it and N or more counters on it after.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-122-8\">122.8<\/a><\/strong>. If a triggered ability instructs a player to put one object\u2019s counters on another object and that ability\u2019s trigger condition or effect checks that the object with those counters left the battlefield, the player doesn\u2019t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object. If the ability specifies what kind(s) of counters to place, the player puts the same number of each of those kinds of counter the first object had onto the second object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-122-9\">122.9<\/a><\/strong>. If an activated ability of an object instructs a player to put its counters on another object and sacrificing the object with those counters is a cost to activate that ability, the player doesn\u2019t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object. If the ability specified what kind(s) of counters to place, the player puts the same number of each of those kinds of counters the first object had onto the second object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-123\"><\/p>\n<h4 id=\"rule-123\">123. Stickers<\/h4>\n<p><\/strong><strong><span id=\"rule-123-1\">123.1<\/a><\/strong>. A sticker is a marker placed on an object that modifies its characteristics and\/or interacts with a rule, ability, or effect. Stickers are not objects. Notably, a sticker is not a counter or a token. Changes to an object from stickers are not part of its copiable values. There are four kinds of stickers: name stickers; ability stickers; power and toughness stickers; and art stickers.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-123-2\">123.2<\/a><\/strong>. Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific combination of stickers found on one of those inserts. Sticker sheets are not cards and have no characteristics. Each sticker sheet can be found at <a href=\"https:\/\/Gatherer.Wizards.com\" target=\"_blank\">Gatherer.Wizards.com<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-2a\">123.2a<\/span><\/strong> In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets selected before play begins, and each of their sticker sheets must be unique. There is no maximum number of sticker sheets a player may start the game with. Each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. See rule <a href=\"#rule-103\">103<\/a>, \u201cStarting the Game.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-2b\">123.2b<\/span><\/strong> In limited play, each player chooses up to three sticker sheets from among those in the sealed products they opened and reveals them. See rule <a href=\"#rule-103\">103<\/a>, \u201cStarting the Game.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-2c\">123.2c<\/span><\/strong> Each player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-123-3\">123.3<\/a><\/strong>. If an effect instructs a player to put a sticker on an object, that player chooses a sticker that is not currently on any objects they own from among the stickers they have access to and puts it on that object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-3a\">123.3a<\/span><\/strong> Each sticker a player has access to is discrete and is distinct from each other sticker they have access to. Two stickers are never considered to be the same sticker, even if they have the same text or information on them.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-3b\">123.3b<\/span><\/strong> A player can\u2019t put a sticker on an object that they don\u2019t own. If an effect would cause them to do so, that part of the effect does nothing.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-3c\">123.3c<\/span><\/strong> A sticker may have a ticket cost represented by a number inside a ticket symbol (see rule <a href=\"#rule-107-17a\">107.17a<\/a>). In order to put a sticker with a ticket cost on an object, the player who owns that object must pay that much {TK}. If they don\u2019t have that much {TK}, they can\u2019t put that sticker on an object.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-3d\">123.3d<\/span><\/strong> If a sticker that is already on an object is moved to another object, that sticker\u2019s ticket cost does not need to be paid again.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-123-4\">123.4<\/a><\/strong>. Some rules and effects refer to a \u201cstickered\u201d object. An object is \u201cstickered\u201d if it currently has any kind of sticker on it. An object without any stickers on it is not a stickered object, even if it previously had stickers on it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-123-5\">123.5<\/a><\/strong>. Stickers on an object are not retained as that object moves to a hidden zone. Stickers are retained as that object moves to a public zone and continue to apply to the new object it becomes in that zone; this is an exception to rule <a href=\"#rule-400-7\">400.7<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-5a\">123.5a<\/span><\/strong> If one or more cards with stickers on them enter the battlefield as part of a melded permanent, all of those stickers are on the permanent that object becomes on the battlefield. They maintain their relative timestamp order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-5b\">123.5b<\/span><\/strong> If an object with a sticker on it becomes a component of a merged permanent on the battlefield, that sticker is on that merged permanent.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-5c\">123.5c<\/span><\/strong> If a melded or merged permanent with one or more stickers on it moves from the battlefield to another public zone, only one of the objects it becomes will retain those stickers. Its owner chooses which of the objects it becomes in its new zone retains any stickers that are on it. Effects from those stickers will continue to apply to only that object.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-123-6\">123.6<\/a><\/strong>. A name sticker consists only of one or more words. A name sticker on a permanent or on a card in a zone other than the battlefield causes the word on that sticker to be added to the text of that object\u2019s name. This is a text-changing effect. See rule <a href=\"#rule-613-1c\">613.1c<\/a> and rule <a href=\"#rule-612\">612<\/a>, \u201cText-Changing Effects.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-6a\">123.6a<\/span><\/strong> For the purposes of rules and effects related to name stickers, a \u201cword\u201d in an object\u2019s name is any series of non-space characters that are separated from other non-space characters by one or more spaces. Hyphenated words and words with punctuation are considered to be one word. Blank lines, such as the one in \u201cWolf in ________ Clothing,\u201d are not considered words in a card\u2019s name.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-6b\">123.6b<\/span><\/strong> As a name sticker is placed on an object, that object\u2019s controller chooses a position in that object\u2019s name for the word in the name sticker to be added, then announces that object\u2019s new name. That word can be added at the beginning of the object\u2019s name or after any number of the other words that are currently in its name. The new name can be further modified by other name stickers. If that object has no name, its name becomes the word added by the name sticker. Name stickers never modify or remove any of the other words in that name.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> As a player puts a name sticker with the word \u201cDark\u201d printed on it onto a creature named Bear Cub, that creature\u2019s controller chooses whether its new name is \u201cDark Bear Cub,\u201d \u201cBear Dark Cub,\u201d or \u201cBear Cub Dark.\u201d They then announce the new name to all players.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-6c\">123.6c<\/span><\/strong> The text that a name sticker is modifying may change due to other effects and\/or a permanent\u2019s face-down status (see rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents\u201d). To determine the name of an object with one or more name stickers, start with the object\u2019s copiable values, then apply each name sticker\u2019s effect and each other text-changing effect in timestamp order. The position of each name sticker will continue to be after the number of words that were before it in the object\u2019s name when it was placed. If there are fewer words in the object\u2019s current name, the word on that sticker is added at the end of its name instead. The position and timestamp order of each name sticker on an object is remembered as the object that sticker is on moves from one public zone to another, and it continues to apply to the new object it becomes in that zone (see rule <a href=\"#rule-123-5\">123.5<\/a>). This is an exception to rule <a href=\"#rule-400-7\">400.7<\/a>.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Fae of Wishes, an adventurer card, is in exile with a name sticker on it adding the word \u201cMana\u201d after its second word, so its name is \u201cFae of Mana Wishes.\u201d An effect allows that player to cast Granted, its Adventure, from exile. The name of that spell on the stack is \u201cGranted Mana.\u201d After that card is exiled as the Adventure resolves, the sticker\u2019s position (after the second word) is remembered, so the name of the exiled card is once again \u201cFae of Mana Wishes.\u201d<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player owns a creature named It That Betrays on the battlefield. Using name stickers, they add the word \u201cEldrazi\u201d to its name after the third word, such that its new name is \u201cIt That Betrays Eldrazi.\u201d Later, that creature becomes a copy of a creature named Seeker of the Way. The name sticker continues to apply after the third word, so its new name is \u201cSeeker of the Eldrazi Way.\u201d<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A creature with a name sticker on it becomes enchanted by Witness Protection, an Aura that changes the creature\u2019s name to \u201cLegitimate Businessperson.\u201d Since Witness Protection is also a text-changing effect, and it has a later timestamp than the name sticker, the word on that name sticker is not part of the creature\u2019s name. Its name is \u201cLegitimate Businessperson.\u201d<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-6d\">123.6d<\/span><\/strong> Some effects refer to the number of one or more specific letters on a name sticker. A lowercase letter and its uppercase equivalent are the same letter.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-6e\">123.6e<\/span><\/strong> Some effects refer to the number of \u201cunique vowels\u201d on a name sticker. These count the number of different vowels that appear on that sticker, even if one or more of them appear more than once. The vowels are A, E, I, O, U, and Y. A lowercase letter and its uppercase equivalent are the same letter.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-123-7\">123.7<\/a><\/strong>. An ability sticker is a sticker with one or more abilities printed on it. An ability sticker on a permanent or on a card in a zone other than the battlefield causes that object to gain the ability that is printed on that sticker. See rule <a href=\"#rule-613-1f\">613.1f<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-7a\">123.7a<\/span><\/strong> If an effect refers to an ability of an ability sticker, it refers to the ability that sticker grants to the object it is on, even if the object it is on doesn\u2019t currently have that ability due to another effect.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-123-8\">123.8<\/a><\/strong>. A power and toughness sticker is a sticker that has two numbers and a slash printed on it, resembling the power and toughness of a creature card. A power and toughness sticker on a creature or on a creature or Vehicle card in a zone other than the battlefield sets that object\u2019s power and toughness to the values printed on that sticker (see rule <a href=\"#rule-613-4b\">613.4b<\/a>). If more than one power and toughness sticker is on a creature, use timestamp order to determine which one takes precedence (see rule <a href=\"#rule-613-7\">613.7<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-123-8a\">123.8a<\/span><\/strong> An effect that refers to the power and\/or toughness of a sticker refers only to the printed power and\/or toughness values on a power and toughness sticker. It does not refer to any printed value on any other stickers.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-123-9\">123.9<\/a><\/strong>. An art sticker on a permanent has no effect on game play other than to act as a marker that other spells and abilities can identify.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<h3 id=\"section-2\">2. Parts of a Card<\/h3>\n<p><strong><span id=\"rule-200\"><\/p>\n<h4 id=\"rule-200\">200. General<\/h4>\n<p><\/strong><strong><span id=\"rule-200-1\">200.1<\/a><\/strong>. The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, defense, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-200-2\">200.2<\/a><\/strong>. Some parts of a card are also characteristics of the object that has them. See rule <a href=\"#rule-109-3\">109.3<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-200-3\">200.3<\/a><\/strong>. Some objects that aren\u2019t cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule <a href=\"#rule-111\">111<\/a> and rule <a href=\"#rule-707\">707<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-201\"><\/p>\n<h4 id=\"rule-201\">201. Name<\/h4>\n<p><\/strong><strong><span id=\"rule-201-1\">201.1<\/a><\/strong>. The name of a card is printed on its upper left corner.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-201-2\">201.2<\/a><\/strong>. A card\u2019s name is always considered to be the English version of its name, regardless of printed language.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-2a\">201.2a<\/span><\/strong> Two or more objects have the same name if they have at least one name in common, even if one or more of those objects have additional names. An object with no name doesn\u2019t have the same name as any other object, including another object with no name.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-2b\">201.2b<\/span><\/strong> Some spells and abilities refer to two or more objects with different names. Those objects have different names only if each of them has at least one name and no two objects in that group have a name in common.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls Liliana\u2019s Contract, which says, in part, \u201cAt the beginning of your upkeep, if you control four or more Demons with different names, you win the game.\u201d That player controls three Demons with different names and a face-down creature with no name, with an effect making it a Demon. Because the four creatures include one with no name, those four creatures don\u2019t count as four Demons with different names. The ability of Liliana\u2019s Contract won\u2019t trigger.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-2c\">201.2c<\/span><\/strong> Some spells or abilities check if one object has a different name than a second object or group of objects. The first object has a different name than those objects if the first object has at least one name and has no names in common with any of the other objects, even if one or more of the other objects have no names. If the first object has no name, it does not have a different name than any of the other objects, even if those other objects themselves have names.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-201-3\">201.3<\/a><\/strong>. Some cards with different English names are treated as though they had the same English name. Pairs of cards with this property have names that are interchangeable.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-3a\">201.3a<\/span><\/strong> For the purposes of all rules, abilities, and effects that refer to a card\u2019s name, objects with interchangeable names have the same name. (See rules <a href=\"#rule-201-2a\">201.2a\u2013b<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-3b\">201.3b<\/span><\/strong> For the purposes of deck construction and format legality, cards with interchangeable names have the same name.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-3c\">201.3c<\/span><\/strong> If a card has later printings with interchangeable names, the later printings will have an interchangeable names indicator in the bottom left-hand corner referring to the original printing\u2019s three-letter set code and collector number (see rule <a href=\"#rule-213-1d\">213.1d<\/a>).<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-201-4\">201.4<\/a><\/strong>. If an effect instructs a player to choose a card name, the player must choose the name of a card in the Oracle card reference. (See rule <a href=\"#rule-108-1\">108.1<\/a>.) A player may not choose the name of a token unless it\u2019s also the name of a card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-4a\">201.4a<\/span><\/strong> If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule <a href=\"#rule-108-1\">108.1<\/a>.)<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Dispossess reads, in part, \u201cChoose an artifact card name.\u201d The player can choose the name of any artifact card, even one that\u2019s not legal in the format of the current game. The player can\u2019t choose Island, even if an Island on the battlefield has been turned into artifact by some effect.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-4b\">201.4b<\/span><\/strong> If a player wants to choose the name of a split card, the player must choose the name of one of its halves, but not both. (See rule <a href=\"#rule-709\">709<\/a>.) If a player is instructed to choose a card name with certain characteristics, use only that half\u2019s characteristics to determine if this name can be chosen.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-4c\">201.4c<\/span><\/strong> If a player wants to choose a flip card\u2019s alternative name, the player may do so. (See rule <a href=\"#rule-710\">710<\/a>.) If a player is instructed to choose a card name with certain characteristics, use the card\u2019s characteristics as modified by its alternative characteristics to determine if this name can be chosen.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-4d\">201.4d<\/span><\/strong> If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule <a href=\"#rule-712\">712<\/a>.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-4e\">201.4e<\/span><\/strong> If a player wants to choose the name of the combined back face of a meld pair, the player may do so. (See rule <a href=\"#rule-713\">713<\/a>.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the combined back face to determine if this name can be chosen.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-4f\">201.4f<\/span><\/strong> If a player wants to choose an adventurer card\u2019s alternative name, the player may do so. (See rule <a href=\"#rule-715\">715<\/a>.) If a player is instructed to choose a card name with certain characteristics, use the card\u2019s characteristics as modified by its alternative characteristics to determine if this name can be chosen.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-4g\">201.4g<\/span><\/strong> Some cards have interchangeable names (see rule <a href=\"#rule-201-3\">201.3<\/a>). For all game purposes, these cards have the same name. If a player chooses the name of a card which has interchangeable names, the name of each of those cards has been chosen.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-201-5\">201.5<\/a><\/strong>. Text that refers to the object it\u2019s on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-5a\">201.5a<\/span><\/strong> If an ability\u2019s effect grants another ability to an object, and that second ability refers to that first ability\u2019s source by name, the name refers only to the specific object which is that first ability\u2019s source. The second ability does not refer to any other object with the same name as the first ability\u2019s source. However, if the second ability also moved the first ability\u2019s source to a different public zone, the name refers to the object the source became in its new zone. This is also true if the second ability is copied onto a new object.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Gutter Grime has an ability that reads \u201cWhenever a nontoken creature you control dies, put a slime counter on this enchantment, then create a green Ooze creature token with \u2018This token\u2019s power and toughness are each equal to the number of slime counters on Gutter Grime.\u2019\u201d The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-5b\">201.5b<\/span><\/strong> If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Quicksilver Elemental says, in part, \u201c{U}: This creature gains all activated abilities of target creature until end of turn.\u201d If it gains an ability that says \u201c{BB}: Regenerate Skithiryx,\u201d activating that ability will regenerate Quicksilver Elemental, not the Skithiryx, the Blight Dragon it gained the ability from.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Glacial Ray is an instant with splice onto Arcane that says \u201cGlacial Ray deals 2 damage to any target.\u201d If it\u2019s spliced onto a Kodama\u2019s Reach, that Kodama\u2019s Reach deals 2 damage to the target.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The Ever-Changing \u2019Dane says \u201c{1}, Sacrifice another creature: The Ever-Changing \u2019Dane becomes a copy of the sacrificed creature, except it has this ability.\u201d Its ability is activated sacrificing a Runeclaw Bear. The Ever-Changing \u2019Dane becomes a copy of Runeclaw Bear and gains an ability that should be treated as saying \u201c{1}, Sacrifice another creature: Runeclaw Bear becomes a copy of the sacrificed creature, except it has this ability.\u201d<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-201-5c\">201.5c<\/span><\/strong> Text printed on some cards refers to that card by a shortened version of its name. Instances of a card\u2019s shortened name used in this manner are treated as though they used the card\u2019s full name.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-201-6\">201.6<\/a><\/strong>. Promotional or alternate-art versions of some cards feature a secondary title bar below the name line. The card\u2019s name as listed in the Oracle card reference is displayed in the secondary title bar, and an alternate name appears in the upper left corner. For the purposes of deck construction, game rules, and effects, these cards have only the card name specified in the secondary title bar. Rules text may also refer to a card\u2019s alternate name; instances of the alternate name that are present in rules text refer to the name specified in the secondary title bar. The alternate name has no effect on game play.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-202\"><\/p>\n<h4 id=\"rule-202\">202. Mana Cost and Color<\/h4>\n<p><\/strong><strong><span id=\"rule-202-1\">202.1<\/a><\/strong>. A card\u2019s mana cost is indicated by mana symbols near the top of the card. (See rule <a href=\"#rule-107-4\">107.4<\/a>.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-1a\">202.1a<\/span><\/strong> The mana cost of an object represents what a player must spend from their mana pool to cast that card. Unless an object\u2019s mana cost includes Phyrexian mana symbols (see rule <a href=\"#rule-107-4f\">107.4f<\/a>), paying that mana cost requires matching the type of any colored or colorless mana symbols as well as paying the generic mana indicated in the cost.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-1b\">202.1b<\/span><\/strong> Some objects have no mana cost. This normally includes all land cards, any other cards that have no mana symbols where their mana cost would appear, tokens (unless the effect that creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost represents an unpayable cost (see rule <a href=\"#rule-118-6\">118.6<\/a>). Note that lands are played without paying any costs (see rule <a href=\"#rule-305\">305<\/a>, \u201cLands\u201d).<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-202-2\">202.2<\/a><\/strong>. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-2a\">202.2a<\/span><\/strong> The five colors are white, blue, black, red, and green. The white mana symbol is represented by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An object with a mana cost of {2}{W} is white, an object with a mana cost of {2} is colorless, and one with a mana cost of {2}{W}{B} is both white and black.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-2b\">202.2b<\/span><\/strong> Objects with no colored mana symbols in their mana costs are colorless.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-2c\">202.2c<\/span><\/strong> An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-2d\">202.2d<\/span><\/strong> An object with one or more hybrid mana symbols and\/or Phyrexian mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. (Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule <a href=\"#rule-107-4e\">107.4e<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-2e\">202.2e<\/span><\/strong> An object may have a color indicator printed to the left of the type line. That object is each color denoted by that color indicator. (See rule <a href=\"#rule-204\">204<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-2f\">202.2f<\/span><\/strong> Effects may change an object\u2019s color, give a color to a colorless object, or make a colored object become colorless; see rule <a href=\"#rule-105-3\">105.3<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-202-3\">202.3<\/a><\/strong>. The mana value of an object is a number equal to the total amount of mana in its mana cost, regardless of color.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A mana cost of {3}{U}{U} translates to a mana value of 5.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-3a\">202.3a<\/span><\/strong> The mana value of an object with no mana cost is 0, unless that object is the back face of a nonmodal double-faced permanent or spell, or it is a melded permanent.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-3b\">202.3b<\/span><\/strong> The mana value of the back face of a nonmodal double-faced permanent or spell\u2019s back face is calculated as though it had the mana cost of its front face. If a permanent or spell is a copy of the back face of a nonmodal double-faced object (even if the card representing that copy is itself a double-faced card), the mana value of the copy is 0.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Huntmaster of the Fells is a nonmodal double-faced card with mana cost {2}{R}{G}. Its mana value is 4. After it transforms to its other face (Ravager of the Fells), its mana value remains 4.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A Clone enters the battlefield as a copy of Ravager of the Fells. Its mana value is 0.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Insectile Aberration is the back face of a nonmodal double-faced card whose front face has mana cost {U}. It becomes a copy of Ravager of the Fells. Its mana value becomes 0.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-3c\">202.3c<\/span><\/strong> The mana value of a melded permanent is calculated as though it had the combined mana cost of the front faces of each card that represents it. If a permanent is a copy of a melded permanent (even if that copy is represented by two other meld cards), the mana value of the copy is 0.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-3d\">202.3d<\/span><\/strong> The mana value of a split card not on the stack or of a fused split spell on the stack is determined from the combined mana costs of its halves. Otherwise, while a split card is on the stack, the mana value of the spell is determined by the mana cost of the half that was chosen to be cast. See rule <a href=\"#rule-709\">709<\/a>, \u201cSplit Cards.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-3e\">202.3e<\/span><\/strong> When calculating the mana value of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-3f\">202.3f<\/span><\/strong> When calculating the mana value of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The mana value of a card with mana cost {1}{W\/U}{W\/U} is 3.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The mana value of a card with mana cost {2\/B}{2\/B}{2\/B} is 6.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-202-3g\">202.3g<\/span><\/strong> Each Phyrexian mana symbol in a card\u2019s mana cost contributes 1 to its mana value.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The mana value of a card with mana cost {1}{W\/P}{W\/P} is 3.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-202-4\">202.4<\/a><\/strong>. Any additional cost listed in an object\u2019s rules text or imposed by an effect isn\u2019t part of the mana cost. (See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d) Such costs are paid at the same time as the spell\u2019s other costs.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-203\"><\/p>\n<h4 id=\"rule-203\">203. Illustration<\/h4>\n<p><\/strong><strong><span id=\"rule-203-1\">203.1<\/a><\/strong>. The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn\u2019t have the flying ability unless stated in its rules text, even if it\u2019s depicted as flying.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-204\"><\/p>\n<h4 id=\"rule-204\">204. Color Indicator<\/h4>\n<p><\/strong><strong><span id=\"rule-204-1\">204.1<\/a><\/strong>. The color indicator is printed to the left of the type line directly below the illustration. It consists of a circular symbol filled in with one or more colors. A color indicator is usually found on nonland cards without a mana cost.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-204-2\">204.2<\/a><\/strong>. An object with a color indicator is each color denoted by that color indicator.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-205\"><\/p>\n<h4 id=\"rule-205\">205. Type Line<\/h4>\n<p><\/strong><strong><span id=\"rule-205-1\">205.1<\/a><\/strong>. The type line is printed directly below the illustration. It contains the card\u2019s card type(s). It also contains the card\u2019s subtype(s) and supertype(s), if applicable.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-1a\">205.1a<\/span><\/strong> Some effects set an object\u2019s card type. In most such cases, the new card type(s) replaces any existing card types. However, an object with either the instant or sorcery card type retains that type. Counters, stickers, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object\u2019s subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object\u2019s card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object\u2019s card type is removed. Removing an object\u2019s subtype doesn\u2019t affect its card types at all.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-1b\">205.1b<\/span><\/strong> Some effects change an object\u2019s card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object\u2019s prior card types, supertypes, and subtypes are retained. This rule applies to effects that use phrases such as \u201cin addition to its other types\u201d or that state that something is \u201cstill a [type, supertype, or subtype].\u201d Some effects state that an object becomes an \u201cartifact creature\u201d; these effects also allow the object to retain all of its prior card types and subtypes. Some effects state that an object becomes a \u201c[creature type or types] artifact creature\u201d; these effects also allow the object to retain all of its prior card types and subtypes other than creature types, but replace any existing creature types.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An ability reads, \u201cAll lands are 1\/1 creatures that are still lands.\u201d The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability\u2019s effect applied to them, those lands would become \u201cartifact land creatures,\u201d not just \u201ccreatures,\u201d or \u201cland creatures.\u201d The effect allows them to retain both the artifact and land card types. In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An ability reads, \u201cAll artifacts are 1\/1 artifact creatures.\u201d If a permanent is both an artifact and an enchantment, it will become an artifact enchantment creature.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-205-2\">205.2<\/a><\/strong>. Card Types<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-2a\">205.2a<\/span><\/strong> The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard. See <a href=\"#section-3\">section 3, \u201cCard Types.\u201d<\/a><\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-2b\">205.2b<\/span><\/strong> Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-2c\">205.2c<\/span><\/strong> Tokens have card types even though they aren\u2019t cards. The same is true of copies of spells and copies of cards.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-205-3\">205.3<\/a><\/strong>. Subtypes<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3a\">205.3a<\/span><\/strong> A card can have one or more subtypes printed on its type line.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3b\">205.3b<\/span><\/strong> Subtypes of each card type except creature and plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Subtypes of creature cards are one or two words and are listed after a long dash. Each word or two-word phrase, as listed in rule <a href=\"#rule-205-3m\">205.3m<\/a>, is a separate subtype. Objects other than planes may have multiple subtypes. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> \u201cBasic Land \u2014 Mountain\u201d means the card is a land with the subtype Mountain. \u201cCreature \u2014 Goblin Wizard\u201d means the card is a creature with the subtypes Goblin and Wizard. \u201cArtifact \u2014 Equipment\u201d means the card is an artifact with the subtype Equipment.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3c\">205.3c<\/span><\/strong> If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Dryad Arbor\u2019s type line says \u201cLand Creature \u2014 Forest Dryad.\u201d Forest is a land type, and Dryad is a creature type.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3d\">205.3d<\/span><\/strong> An object can\u2019t gain a subtype that doesn\u2019t correspond to one of that object\u2019s types.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3e\">205.3e<\/span><\/strong> If an effect instructs a player to choose a subtype, that player must choose one, and only one, existing subtype, and the subtype must be for the appropriate card type. For example, the player can\u2019t choose a land type if an instruction requires choosing a creature type.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> When choosing a creature type, \u201cMerfolk\u201d or \u201cWizard\u201d is acceptable, but \u201cMerfolk Wizard\u201d is not. Words like \u201cartifact,\u201d \u201copponent,\u201d \u201cSwamp,\u201d or \u201ctruck\u201d can\u2019t be chosen because they aren\u2019t creature types.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3f\">205.3f<\/span><\/strong> Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card\u2019s subtypes are. (See rule <a href=\"#rule-108-1\">108.1<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3g\">205.3g<\/span><\/strong> Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Attraction (see rule <a href=\"#rule-717\">717<\/a>), Blood, Bobblehead, Clue, Contraption, Equipment (see rule <a href=\"#rule-301-5\">301.5<\/a>), Food, Fortification (see rule <a href=\"#rule-301-6\">301.6<\/a>), Gold, Incubator, Infinity, Junk, Lander, Map, Mutagen, Powerstone, Spacecraft, Stone, Treasure, and Vehicle (see rule <a href=\"#rule-301-7\">301.7<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3h\">205.3h<\/span><\/strong> Enchantments have their own unique set of subtypes; these subtypes are called enchantment types. The enchantment types are Aura (see rule <a href=\"#rule-303-4\">303.4<\/a>), Background, Cartouche, Case (see rule <a href=\"#rule-719\">719<\/a>), Class (see rule <a href=\"#rule-716\">716<\/a>), Curse, Role (see rule <a href=\"#rule-303-7\">303.7<\/a>), Room, Rune, Saga (see rule <a href=\"#rule-714\">714<\/a>), Shard, and Shrine.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3i\">205.3i<\/span><\/strong> Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Cave, Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Plains, Planet, Power-Plant, Sphere, Swamp, Tower, Town, and Urza\u2019s. Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule <a href=\"#rule-305-6\">305.6<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3j\">205.3j<\/span><\/strong> Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Aminatou, Angrath, Arlinn, Ashiok, Bahamut, Basri, Bolas, Calix, Chandra, Comet, Dack, Dakkon, Daretti, Davriel, Dihada, Domri, Dovin, Ellywick, Elminster, Elspeth, Estrid, Freyalise, Garruk, Gideon, Grist, Guff, Huatli, Jace, Jared, Jaya, Jeska, Kaito, Karn, Kasmina, Kaya, Kiora, Koth, Liliana, Lolth, Lukka, Minsc, Mordenkainen, Nahiri, Narset, Niko, Nissa, Nixilis, Oko, Quintorius, Ral, Rowan, Saheeli, Samut, Sarkhan, Serra, Sivitri, Sorin, Szat, Tamiyo, Tasha, Teferi, Teyo, Tezzeret, Tibalt, Tyvar, Ugin, Urza, Venser, Vivien, Vraska, Vronos, Will, Windgrace, Wrenn, Xenagos, Yanggu, Yanling, and Zariel.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3k\">205.3k<\/span><\/strong> Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Adventure, Arcane, Lesson, Omen, and Trap.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3m\">205.3m<\/span><\/strong> Creatures and kindreds share their lists of subtypes; these subtypes are called creature types. One creature type is two words long: Time Lord. All other creature types are one word long: Advisor, Aetherborn, Alien, Ally, Angel, Antelope, Ape, Archer, Archon, Armadillo, Army, Artificer, Assassin, Assembly-Worker, Astartes, Atog, Aurochs, Avatar, Azra, Badger, Balloon, Barbarian, Bard, Basilisk, Bat, Bear, Beast, Beaver, Beeble, Beholder, Berserker, Bird, Bison, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Capybara, Caribou, Carrier, Cat, Centaur, Child, Chimera, Citizen, Cleric, Clown, Cockatrice, Construct, Coward, Coyote, Crab, Crocodile, C\u2019tan, Custodes, Cyberman, Cyclops, Dalek, Dauthi, Demigod, Demon, Deserter, Detective, Devil, Dinosaur, Djinn, Doctor, Dog, Dragon, Drake, Dreadnought, Drix, Drone, Druid, Dryad, Dwarf, Echidna, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Employee, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Fractal, Frog, Fungus, Gamer, Gargoyle, Germ, Giant, Gith, Glimmer, Gnoll, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guest, Hag, Halfling, Hamster, Harpy, Hedgehog, Hellion, Hero, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Inkling, Inquisitor, Insect, Jackal, Jellyfish, Juggernaut, Kangaroo, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Llama, Lamia, Lammasu, Leech, Lemur, Leviathan, Lhurgoyf, Licid, Lizard, Lobster, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mite, Mole, Monger, Mongoose, Monk, Monkey, Moogle, Moonfolk, Mount, Mouse, Mutant, Myr, Mystic, Nautilus, Necron, Nephilim, Nightmare, Nightstalker, Ninja, Noble, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Otter, Ouphe, Ox, Oyster, Pangolin, Peasant, Pegasus, Pentavite, Performer, Pest, Phelddagrif, Phoenix, Phyrexian, Pilot, Pincher, Pirate, Plant, Platypus, Porcupine, Possum, Praetor, Primarch, Prism, Processor, Qu, Rabbit, Raccoon, Ranger, Rat, Rebel, Reflection, Rhino, Rigger, Robot, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scientist, Scion, Scorpion, Scout, Sculpture, Seal, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Shark, Sheep, Siren, Skeleton, Skunk, Slith, Sliver, Sloth, Slug, Snail, Snake, Soldier, Soltari, Sorcerer, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Symbiote, Synth, Tentacle, Tetravite, Thalakos, Thopter, Thrull, Tiefling, Toy, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Tyranid, Unicorn, Utrom, Vampire, Varmint, Vedalken, Villain, Volver, Wall, Walrus, Warlock, Warrior, Weasel, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3n\">205.3n<\/span><\/strong> Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are The Abyss, Alara, Alfava Metraxis, Amonkhet, Androzani Minor, Antausia, Apalapucia, Arcavios, Arkhos, Avishkar, Azgol, Belenon, Bolas\u2019s Meditation Realm, Capenna, Cridhe, The Dalek Asylum, Darillium, Dominaria, Earth, Echoir, Eldraine, Equilor, Ergamon, Fabacin, Fiora, Gallifrey, Gargantikar, Gobakhan, Horsehead Nebula, Ikoria, Innistrad, Iquatana, Ir, Ixalan, Kaldheim, Kamigawa, Kandoka, Karsus, Kephalai, Kinshala, Kolbahan, Kylem, Kyneth, The Library, Lorwyn, Luvion, Mars, Mercadia, Mirrodin, Moag, Mongseng, Moon, Muraganda, Necros, New Earth, New Phyrexia, Outside Mutter\u2019s Spiral, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra\u2019s Realm, Shadowmoor, Shandalar, Shenmeng, Skaro, Spacecraft, Tarkir, Theros, Time, Trenzalore, Ulgrotha, Unknown Planet, Valla, Vryn, Wildfire, Xerex, Zendikar, and Zhalfir.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3p\">205.3p<\/span><\/strong> One dungeon card (Undercity) has a subtype; this subtype is called a dungeon type. That dungeon type is Undercity.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3q\">205.3q<\/span><\/strong> Battles have a unique subtype, called a battle type. That battle type is Siege.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-3r\">205.3r<\/span><\/strong> Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-205-4\">205.4<\/a><\/strong>. Supertypes<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-4a\">205.4a<\/span><\/strong> An object can have one or more supertypes. A card\u2019s supertypes are printed directly before its card types. The supertypes are basic, legendary, ongoing, snow, and world.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-4b\">205.4b<\/span><\/strong> An object\u2019s supertype is independent of its card type and subtype, even though some supertypes are closely identified with specific card types. Changing an object\u2019s card types or subtypes won\u2019t change its supertypes. Changing an object\u2019s supertypes won\u2019t change its card types or subtypes. When an object gains or loses a supertype, it retains any other supertypes it had.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An ability reads, \u201cAll lands are 1\/1 creatures that are still lands.\u201d If any of the affected lands were legendary, they are still legendary.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-4c\">205.4c<\/span><\/strong> Any land with the supertype \u201cbasic\u201d is a basic land. Any land that doesn\u2019t have this supertype is a nonbasic land, even if it has a basic land type.Cards printed in sets prior to the Eighth Edition core set didn\u2019t use the word \u201cbasic\u201d to indicate a basic land. Cards from those sets with the following names are basic lands and have received errata in the Oracle card reference accordingly: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-4d\">205.4d<\/span><\/strong> Any permanent with the supertype \u201clegendary\u201d is subject to the state-based action for legendary permanents, also called the \u201clegend rule\u201d (see rule <a href=\"#rule-704-5j\">704.5j<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-4e\">205.4e<\/span><\/strong> Any instant or sorcery spell with the supertype \u201clegendary\u201d is subject to a casting restriction. A player can\u2019t cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-4f\">205.4f<\/span><\/strong> Any permanent with the supertype \u201cworld\u201d is subject to the state-based action for world permanents, also called the \u201cworld rule\u201d (see rule <a href=\"#rule-704-5k\">704.5k<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-4g\">205.4g<\/span><\/strong> Any permanent with the supertype \u201csnow\u201d is a snow permanent. Any permanent that doesn\u2019t have this supertype is a nonsnow permanent, regardless of its name.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-205-4h\">205.4h<\/span><\/strong> Any scheme card with the supertype \u201congoing\u201d is exempt from the state-based action for schemes (see rule <a href=\"#rule-704-6e\">704.6e<\/a>).<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-206\"><\/p>\n<h4 id=\"rule-206\">206. Expansion Symbol<\/h4>\n<p><\/strong><strong><span id=\"rule-206-1\">206.1<\/a><\/strong>. The expansion symbol indicates which Magic set a card is from. It\u2019s a small icon normally printed below the right edge of the illustration. It has no effect on game play.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-206-2\">206.2<\/a><\/strong>. The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral\u2122 \u201ctimeshifted\u201d cards, which were rarer than that set\u2019s rare cards, have had purple expansion symbols. (Prior to the Exodus\u2122 set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn\u2019t have expansion symbols at all.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-206-3\">206.3<\/a><\/strong>. Previously, a spell or ability that affected cards from a particular set checked for that set\u2019s expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards \u201cwith a name originally printed\u201d in a particular set.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-206-3a\">206.3a<\/span><\/strong> One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights\u2122 expansion. Those names are Abu Ja\u2019far, Aladdin, Aladdin\u2019s Lamp, Aladdin\u2019s Ring, Ali Baba, Ali from Cairo, Army of Allah, Bazaar of Baghdad, Bird Maiden, Bottle of Suleiman, Brass Man, Camel, City in a Bottle, City of Brass, Cuombajj Witches, Cyclone, Dancing Scimitar, Dand\u00e2n, Desert, Desert Nomads, Desert Twister, Diamond Valley, Drop of Honey, Ebony Horse, Elephant Graveyard, El-Hajj\u00e2j, Erg Raiders, Erhnam Djinn, Eye for an Eye, Fishliver Oil, Flying Carpet, Flying Men, Ghazb\u00e1n Ogre, Giant Tortoise, Guardian Beast, Hasran Ogress, Hurr Jackal, Ifh-Biff Efreet, Island Fish Jasconius, Island of Wak-Wak, Jandor\u2019s Ring, Jandor\u2019s Saddlebags, Jeweled Bird, Jihad, Jun\u00fan Efreet, Juz\u00e1m Djinn, Khab\u00e1l Ghoul, King Suleiman, Kird Ape, Library of Alexandria, Magnetic Mountain, Merchant Ship, Metamorphosis, Mijae Djinn, Moorish Cavalry, Nafs Asp, Oasis, Old Man of the Sea, Oubliette, Piety, Pyramids, Repentant Blacksmith, Ring of Ma\u2019r\u00fbf, Rukh Egg, Sandals of Abdallah, Sandstorm, Serendib Djinn, Serendib Efreet, Shahrazad, Sindbad, Singing Tree, Sorceress Queen, Stone-Throwing Devils, Unstable Mutation, War Elephant, Wyluli Wolf, and Ydwen Efreet.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-206-3b\">206.3b<\/span><\/strong> One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities\u2122 expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod\u2019s Altar, Ashnod\u2019s Battle Gear, Ashnod\u2019s Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna\u2019s Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon\u2019s Cane, Gaea\u2019s Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl\u2019s Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra\u2019s Factory, Mishra\u2019s War Machine, Mishra\u2019s Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos\u2019s Coffin, Tawnos\u2019s Wand, Tawnos\u2019s Weaponry, Tetravus, Titania\u2019s Song, Transmute Artifact, Triskelion, Urza\u2019s Avenger, Urza\u2019s Chalice, Urza\u2019s Mine, Urza\u2019s Miter, Urza\u2019s Power Plant, Urza\u2019s Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-206-3c\">206.3c<\/span><\/strong> One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands\u2122 expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban\u2019s Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki\u2019s Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz\u2019s Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan\u2019s Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven\u2019s Ferrets; Joven\u2019s Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards\u2019 School.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-206-4\">206.4<\/a><\/strong>. Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic: The Gathering Tournament Rules). See the Magic: The Gathering Tournament Rules for the current definitions of the constructed formats (<a href=\"https:\/\/WPN.Wizards.com\/en\/rules-documents\" target=\"_blank\">WPN.Wizards.com\/en\/rules-documents<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-206-5\">206.5<\/a><\/strong>. The full list of expansions and expansion symbols can be found in the Card Set Archive section of the Magic website (<a href=\"https:\/\/Magic.Wizards.com\/en\/products\/card-set-archive\" target=\"_blank\">Magic.Wizards.com\/en\/products\/card-set-archive<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-207\"><\/p>\n<h4 id=\"rule-207\">207. Text Box<\/h4>\n<p><\/strong><strong><span id=\"rule-207-1\">207.1<\/a><\/strong>. The text box is printed on the lower half of the card. It usually contains rules text defining the card\u2019s abilities.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-207-2\">207.2<\/a><\/strong>. The text box may also contain italicized text that has no game function.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-207-2a\">207.2a<\/span><\/strong> Reminder text is italicized text within parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it\u2019s relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-207-2b\">207.2b<\/span><\/strong> Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It usually appears below the rules text.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-207-2c\">207.2c<\/span><\/strong> An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are adamant, addendum, alliance, battalion, bloodrush, celebration, channel, chroma, cohort, constellation, converge, council\u2019s dilemma, coven, delirium, descend 4, descend 8, disappear, domain, eerie, eminence, enrage, fateful hour, fathomless descent, ferocious, flurry, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, magecraft, metalcraft, morbid, pack tactics, paradox, parley, radiance, raid, rally, renew, revolt, secret council, spell mastery, strive, survival, sweep, tempting offer, threshold, undergrowth, valiant, vivid, void, and will of the council.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-207-2d\">207.2d<\/span><\/strong> Similar to ability words, flavor words appear in italics at the beginning of some abilities. Flavor words provide a flavorful description of abilities, but they have no special rules meaning and are not listed in the Comprehensive Rules. While an ability word ties together several abilities with similar functionality, each flavor word is tailored to the specific ability it appears with.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-207-3\">207.3<\/a><\/strong>. Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many cards associated with the guilds of Ravnica, and a faction icon appears in the text box of most Scars of Mirrodin\u2122 block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-207-4\">207.4<\/a><\/strong>. The chaos symbol appears in the text box of each plane card to the left of a triggered ability that triggers whenever chaos ensues. The symbol itself has no special rules meaning. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-207-5\">207.5<\/a><\/strong>. One card (Cryptic Spires) has a set of symbols below the text box that represent each color and an ability that instructs a player to circle two of those colors as they create their deck. To circle a color, the player circles (or otherwise clearly indicates) that color\u2019s symbol. The mana symbol of each circled color is considered part of that card\u2019s printed rules text (see rule <a href=\"#rule-613-1\">613.1<\/a>) and affects that card\u2019s color identity (see rule <a href=\"#rule-903-4\">903.4<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-208\"><\/p>\n<h4 id=\"rule-208\">208. Power\/Toughness<\/h4>\n<p><\/strong><strong><span id=\"rule-208-1\">208.1<\/a><\/strong>. A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2\/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-208-2\">208.2<\/a><\/strong>. Rather than a fixed number, some creature cards have power and\/or toughness that includes a star (*).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-208-2a\">208.2a<\/span><\/strong> The card may have a characteristic-defining ability that sets its power and\/or toughness according to some stated condition. (See rule <a href=\"#rule-604-3\">604.3<\/a>.) Such an ability is worded \u201c[This creature\u2019s] [power or toughness] is equal to . . .\u201d or \u201c[This creature\u2019s] power and toughness are each equal to . . .\u201d This ability functions everywhere, even outside the game. If the ability needs to use a number that can\u2019t be determined, including inside a calculation, use 0 instead of that number.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Lost Order of Jarkeld has power and toughness each equal to 1&#043;*. It has the abilities \u201cAs this creature enters, choose an opponent\u201d and \u201cLost Order of Jarkeld\u2019s power and toughness are each equal to 1 plus the number of creatures the chosen player controls.\u201d While Lost Order of Jarkeld isn\u2019t on the battlefield, there won\u2019t be a chosen player. Its power and toughness will each be equal to 1 plus 0, so it\u2019s 1\/1.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-208-2b\">208.2b<\/span><\/strong> The card may have a static ability that creates a replacement effect that sets the creature\u2019s power and toughness to one of a number of specific values as it enters the battlefield or is turned face up. (See rule <a href=\"#rule-614\">614<\/a>, \u201cReplacement Effects.\u201d) Such an ability is worded \u201cAs [this creature] enters . . . ,\u201d \u201cAs [this creature] is turned face up . . . ,\u201d or \u201c[This creature] enters as . . .\u201d and lists two or more specific power and toughness values (and may also list additional characteristics). The characteristics chosen or determined with these effects affect the creature\u2019s copiable values. (See rule <a href=\"#rule-707-2\">707.2<\/a>.) While the card isn\u2019t on the battlefield, its power and toughness are each considered to be 0.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-208-3\">208.3<\/a><\/strong>. A noncreature permanent has no power or toughness, even if it\u2019s a card with a power and toughness printed on it (such as a Vehicle). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-208-3a\">208.3a<\/span><\/strong> If an effect would be created that sets the base power and\/or toughness of a noncreature permanent, or otherwise modifies its power and\/or toughness, that effect is created even though it doesn\u2019t do anything unless that permanent becomes a creature.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Veteran Motorist has the ability \u201cWhenever this creature crews a Vehicle, that Vehicle gets &#043;1\/&#043;1 until end of turn,\u201d and it\u2019s tapped to pay the crew cost of a Vehicle. This triggered ability resolves while the Vehicle it crewed isn\u2019t yet a creature. The continuous effect is created and will apply to the Vehicle once it becomes a creature.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-208-4\">208.4<\/a><\/strong>. Some effects refer to a creature\u2019s \u201cbase power,\u201d \u201cbase toughness,\u201d or \u201cbase power and toughness.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-208-4a\">208.4a<\/span><\/strong> Effects that set a creature\u2019s power and\/or toughness to specific values may refer to base power and\/or toughness. Other continuous effects may further modify the creature\u2019s power and toughness. See rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-208-4b\">208.4b<\/span><\/strong> Some effects check a creature\u2019s base power and\/or toughness. These effects see that creature\u2019s characteristics after applying any characteristic-defining abilities and abilities that set power and\/or toughness, ignoring any effects and counters that modify power and\/or toughness without setting them. See rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-208-5\">208.5<\/a><\/strong>. If a creature somehow has no value for its power, its power is 0. The same is true for toughness.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-209\"><\/p>\n<h4 id=\"rule-209\">209. Loyalty<\/h4>\n<p><\/strong><strong><span id=\"rule-209-1\">209.1<\/a><\/strong>. Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it\u2019s not on the battlefield, and it also indicates that the planeswalker enters the battlefield with that many loyalty counters on it (see rule <a href=\"#rule-306-5b\">306.5b<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-209-2\">209.2<\/a><\/strong>. An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent\u2019s loyalty abilities have been activated that turn. See rule <a href=\"#rule-606\">606<\/a>, \u201cLoyalty Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-210\"><\/p>\n<h4 id=\"rule-210\">210. Defense<\/h4>\n<p><\/strong><strong><span id=\"rule-210-1\">210.1<\/a><\/strong>. Each battle card has a defense number printed in its lower right corner. This indicates its defense while it\u2019s not on the battlefield, and it also indicates that the battle enters the battlefield with that many defense counters on it (see rule <a href=\"#rule-310-4b\">310.4b<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-211\"><\/p>\n<h4 id=\"rule-211\">211. Hand Modifier<\/h4>\n<p><\/strong><strong><span id=\"rule-211-1\">211.1<\/a><\/strong>. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting hand size and the maximum hand size of the vanguard card\u2019s owner are determined. See rule <a href=\"#rule-103-5\">103.5<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-212\"><\/p>\n<h4 id=\"rule-212\">212. Life Modifier<\/h4>\n<p><\/strong><strong><span id=\"rule-212-1\">212.1<\/a><\/strong>. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card\u2019s owner is determined. See rule <a href=\"#rule-103-4\">103.4<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-213\"><\/p>\n<h4 id=\"rule-213\">213. Information Below the Text Box<\/h4>\n<p><\/strong><strong><span id=\"rule-213-1\">213.1<\/a><\/strong>. Each card features text printed below the text box that has no effect on game play. Not all card sets were printed with all of the information listed below on each card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-213-1a\">213.1a<\/span><\/strong> Most card sets feature collector numbers. This information is printed in the form <a href=\"https:\/\/blogs.magicjudges.org\/rules\/wp-content\/plugins\/lems-mtg-helper\/lems-mtg-helper-cardfinder.php?find=&width=223&height=310\" class=\"jTip\" name=\"\"><\/a>\/[total cards in the set] or simply <a href=\"https:\/\/blogs.magicjudges.org\/rules\/wp-content\/plugins\/lems-mtg-helper\/lems-mtg-helper-cardfinder.php?find=&width=223&height=310\" class=\"jTip\" name=\"\"><\/a>. Some cards, such as unique cards in Planeswalker Decks\u00ae, have card numbers that exceed the listed total number of cards.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-213-1b\">213.1b<\/span><\/strong> A card\u2019s rarity is indicated with a single letter following the collector number.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-213-1c\">213.1c<\/span><\/strong> Some promotional cards include information to indicate the specific promotion the card is associated with.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-213-1d\">213.1d<\/span><\/strong> Some cards with interchangeable names include information about a specific version of a card with that interchangeable name. See rule <a href=\"#rule-201-3\">201.3<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-213-1e\">213.1e<\/span><\/strong> The three-character code representing the set in which a card is printed and the two-character code representing the language in which a card is printed are separated by a bullet point. If a card is premium, these codes are instead separated by a star.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-213-1f\">213.1f<\/span><\/strong> The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation \u201cIllus.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-213-1g\">213.1g<\/span><\/strong> Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.<\/li>\n<\/ul><\/div>\n<h3 id=\"section-3\">3. Card Types<\/h3>\n<p><strong><span id=\"rule-300\"><\/p>\n<h4 id=\"rule-300\">300. General<\/h4>\n<p><\/strong><strong><span id=\"rule-300-1\">300.1<\/a><\/strong>. The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-300-2\">300.2<\/a><\/strong>. Some objects have more than one card type (for example, an artifact creature). Such objects combine the aspects of each of those card types, and are subject to spells and abilities that affect either or all of those card types.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-300-2a\">300.2a<\/span><\/strong> An object that\u2019s both a land and another card type (for example, an artifact land) can only be played as a land. It can\u2019t be cast as a spell.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-300-2b\">300.2b<\/span><\/strong> Each kindred card has another card type. Casting and resolving a kindred card follow the rules for casting and resolving a card of the other card type.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-301\"><\/p>\n<h4 id=\"rule-301\">301. Artifacts<\/h4>\n<p><\/strong><strong><span id=\"rule-301-1\">301.1<\/a><\/strong>. A player who has priority may cast an artifact card from their hand during a main phase of their turn when the stack is empty. Casting an artifact as a spell uses the stack. (See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-301-2\">301.2<\/a><\/strong>. When an artifact spell resolves, its controller puts it onto the battlefield under their control.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-301-3\">301.3<\/a><\/strong>. Artifact subtypes are always a single word and are listed after a long dash: \u201cArtifact \u2014 Equipment.\u201d Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. See rule <a href=\"#rule-205-3g\">205.3g<\/a> for the complete list of artifact types.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-301-4\">301.4<\/a><\/strong>. Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-301-5\">301.5<\/a><\/strong>. Some artifacts have the subtype \u201cEquipment.\u201d An Equipment can be attached to a creature. It can\u2019t legally be attached to anything that isn\u2019t a creature.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-301-5a\">301.5a<\/span><\/strong> The creature an Equipment is attached to is called the \u201cequipped creature.\u201d The Equipment is attached to, or \u201cequips,\u201d that creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-301-5b\">301.5b<\/span><\/strong> Equipment spells are cast like other artifact spells. Equipment enter the battlefield like other artifacts. They don\u2019t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule <a href=\"#rule-702-6\">702.6<\/a>, \u201cEquip\u201d). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can\u2019t be equipped by it, the Equipment doesn\u2019t move.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-301-5c\">301.5c<\/span><\/strong> An Equipment that\u2019s also a creature can\u2019t equip a creature unless that Equipment has reconfigure (see rule <a href=\"#rule-702-151\">702.151<\/a>, \u201cReconfigure\u201d). An Equipment that loses the subtype \u201cEquipment\u201d can\u2019t equip a creature. An Equipment can\u2019t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.) An Equipment can\u2019t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment\u2019s controller chooses which creature it equips.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-301-5d\">301.5d<\/span><\/strong> An Equipment\u2019s controller is separate from the equipped creature\u2019s controller; the two need not be the same. Changing control of the creature doesn\u2019t change control of the Equipment, and vice versa. Only the Equipment\u2019s controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with \u201cgains\u201d or \u201chas\u201d), the equipped creature\u2019s controller is the only one who can activate that ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-301-5e\">301.5e<\/span><\/strong> If an effect attempts to put an Equipment that isn\u2019t also an Aura (see rule <a href=\"#rule-303-4i\">303.4i<\/a>) onto the battlefield attached to either an object it can\u2019t legally equip or an object that is undefined, the Equipment enters the battlefield unattached. If the Equipment is a token, it\u2019s created and enters the battlefield unattached.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-301-5f\">301.5f<\/span><\/strong> An ability of a permanent that refers to the \u201cequipped creature\u201d refers to whatever creature that permanent is attached to, even if the permanent with the ability isn\u2019t an Equipment.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-301-6\">301.6<\/a><\/strong>. Some artifacts have the subtype \u201cFortification.\u201d A Fortification can be attached to a land. It can\u2019t legally be attached to an object that isn\u2019t a land. Fortification\u2019s analog to the equip keyword ability is the fortify keyword ability. Rules <a href=\"#rule-301-5a\">301.5a\u2013f<\/a> apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule <a href=\"#rule-301-5c\">301.5c<\/a>: a Fortification that\u2019s also a creature (not a land) can\u2019t fortify a land. (See rule <a href=\"#rule-702-67\">702.67<\/a>, \u201cFortify.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-301-7\">301.7<\/a><\/strong>. Some artifacts have the subtype \u201cVehicle.\u201d Most Vehicles have a crew ability which allows them to become artifact creatures. See rule <a href=\"#rule-702-122\">702.122<\/a>, \u201cCrew.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-301-7a\">301.7a<\/span><\/strong> Each Vehicle has a printed power and toughness, but it has these characteristics only if it\u2019s also a creature. See rule <a href=\"#rule-208-3\">208.3<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-301-7b\">301.7b<\/span><\/strong> If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-302\"><\/p>\n<h4 id=\"rule-302\">302. Creatures<\/h4>\n<p><\/strong><strong><span id=\"rule-302-1\">302.1<\/a><\/strong>. A player who has priority may cast a creature card from their hand during a main phase of their turn when the stack is empty. Casting a creature as a spell uses the stack. (See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-302-2\">302.2<\/a><\/strong>. When a creature spell resolves, its controller puts it onto the battlefield under their control.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-302-3\">302.3<\/a><\/strong>. Creature subtypes are usually a single word long and are listed after a long dash: \u201cCreature \u2014 Human Soldier,\u201d \u201cArtifact Creature \u2014 Golem,\u201d and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. See rule <a href=\"#rule-205-3m\">205.3m<\/a> for the complete list of creature types.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> \u201cCreature \u2014 Goblin Wizard\u201d means the card is a creature with the subtypes Goblin and Wizard.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-302-4\">302.4<\/a><\/strong>. Power and toughness are characteristics only creatures have.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-302-4a\">302.4a<\/span><\/strong> A creature\u2019s power is the amount of damage it deals in combat.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-302-4b\">302.4b<\/span><\/strong> A creature\u2019s toughness is the amount of damage needed to destroy it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-302-4c\">302.4c<\/span><\/strong> To determine a creature\u2019s power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects.\u201d)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-302-5\">302.5<\/a><\/strong>. Creatures can attack and block. (See rule <a href=\"#rule-508\">508<\/a>, \u201cDeclare Attackers Step,\u201d and rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-302-6\">302.6<\/a><\/strong>. A creature\u2019s activated ability with the tap symbol or the untap symbol in its activation cost can\u2019t be activated unless the creature has been under its controller\u2019s control continuously since their most recent turn began. A creature can\u2019t attack unless it has been under its controller\u2019s control continuously since their most recent turn began. This rule is informally called the \u201csummoning sickness\u201d rule.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-302-7\">302.7<\/a><\/strong>. Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule <a href=\"#rule-120-3\">120.3<\/a>). If the total damage marked on that creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule <a href=\"#rule-704\">704<\/a>). All damage marked on a creature is removed when it regenerates (see rule <a href=\"#rule-701-19\">701.19<\/a>, \u201cRegenerate\u201d) and during the cleanup step (see rule <a href=\"#rule-514-2\">514.2<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-303\"><\/p>\n<h4 id=\"rule-303\">303. Enchantments<\/h4>\n<p><\/strong><strong><span id=\"rule-303-1\">303.1<\/a><\/strong>. A player who has priority may cast an enchantment card from their hand during a main phase of their turn when the stack is empty. Casting an enchantment as a spell uses the stack. (See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-303-2\">303.2<\/a><\/strong>. When an enchantment spell resolves, its controller puts it onto the battlefield under their control.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-303-3\">303.3<\/a><\/strong>. Enchantment subtypes are always a single word and are listed after a long dash: \u201cEnchantment \u2014 Shrine.\u201d Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. See rule <a href=\"#rule-205-3h\">205.3h<\/a> for the complete list of enchantment types.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-303-4\">303.4<\/a><\/strong>. Some enchantments have the subtype \u201cAura.\u201d An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule <a href=\"#rule-702-5\">702.5<\/a>, \u201cEnchant\u201d). Other effects can limit what a permanent can be enchanted by.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4a\">303.4a<\/span><\/strong> An Aura spell requires a target, which is defined by its enchant ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4b\">303.4b<\/span><\/strong> The object or player an Aura is attached to is called enchanted. The Aura is attached to, or \u201cenchants,\u201d that object or player.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4c\">303.4c<\/span><\/strong> If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner\u2019s graveyard. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4d\">303.4d<\/span><\/strong> An Aura can\u2019t enchant itself. If this occurs somehow, the Aura is put into its owner\u2019s graveyard. An Aura that\u2019s also a creature can\u2019t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner\u2019s graveyard. (These are state-based actions. See rule <a href=\"#rule-704\">704<\/a>.) An Aura can\u2019t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura\u2019s controller chooses which object or player it becomes attached to.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4e\">303.4e<\/span><\/strong> An Aura\u2019s controller is separate from the enchanted object\u2019s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn\u2019t change control of the Aura, and vice versa. Only the Aura\u2019s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with \u201cgains\u201d or \u201chas\u201d), the enchanted object\u2019s controller is the only one who can activate that ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4f\">303.4f<\/span><\/strong> If an Aura is entering the battlefield under a player\u2019s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn\u2019t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura\u2019s enchant ability and any other applicable effects.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4g\">303.4g<\/span><\/strong> If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner\u2019s graveyard instead of entering the battlefield. If the Aura is a token, it isn\u2019t created.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4h\">303.4h<\/span><\/strong> If an effect attempts to put a permanent that isn\u2019t an Aura, Equipment, or Fortification onto the battlefield attached to an object or player, it enters the battlefield unattached.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4i\">303.4i<\/span><\/strong> If an effect attempts to put an Aura onto the battlefield attached to either an object or player it can\u2019t legally enchant or an object or player that is undefined, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner\u2019s graveyard instead of entering the battlefield. If the Aura is a token, it isn\u2019t created.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4j\">303.4j<\/span><\/strong> If an effect attempts to attach an Aura on the battlefield to an object or player it can\u2019t legally enchant, the Aura doesn\u2019t move.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4k\">303.4k<\/span><\/strong> If an effect allows an Aura that\u2019s being turned face up to become attached to an object or player, the Aura\u2019s controller considers the characteristics of that Aura as it would exist if it were face up to determine what it may be attached to, and they must choose a legal object or player according to the Aura\u2019s enchant ability and any other applicable effects.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-4m\">303.4m<\/span><\/strong> An ability of a permanent that refers to the \u201cenchanted [object or player]\u201d refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn\u2019t an Aura.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-303-5\">303.5<\/a><\/strong>. Some enchantments have the subtype \u201cSaga.\u201d See rule <a href=\"#rule-714\">714<\/a> for more information about Saga cards.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-303-6\">303.6<\/a><\/strong>. Some enchantments have the subtype \u201cClass.\u201d See rule <a href=\"#rule-716\">716<\/a> for more information about Class cards.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-303-7\">303.7<\/a><\/strong>. Some Aura enchantments also have the subtype \u201cRole.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-303-7a\">303.7a<\/span><\/strong> If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner\u2019s graveyard. This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-304\"><\/p>\n<h4 id=\"rule-304\">304. Instants<\/h4>\n<p><\/strong><strong><span id=\"rule-304-1\">304.1<\/a><\/strong>. A player who has priority may cast an instant card from their hand. Casting an instant as a spell uses the stack. (See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-304-2\">304.2<\/a><\/strong>. When an instant spell resolves, the actions stated in its rules text are followed. Then it\u2019s put into its owner\u2019s graveyard.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-304-3\">304.3<\/a><\/strong>. Instant subtypes are always a single word and are listed after a long dash: \u201cInstant \u2014 Arcane.\u201d Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. See rule <a href=\"#rule-205-3k\">205.3k<\/a> for the complete list of spell types.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-304-4\">304.4<\/a><\/strong>. Instants can\u2019t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-304-5\">304.5<\/a><\/strong>. If text states that a player may do something \u201cany time they could cast an instant\u201d or \u201conly as an instant,\u201d it means only that the player must have priority. The player doesn\u2019t need to have an instant card they could cast. Effects that would preclude that player from casting an instant spell don\u2019t affect the player\u2019s capability to perform that action (unless the action is actually casting an instant spell).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-305\"><\/p>\n<h4 id=\"rule-305\">305. Lands<\/h4>\n<p><\/strong><strong><span id=\"rule-305-1\">305.1<\/a><\/strong>. A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Playing a land is a special action; it doesn\u2019t use the stack (see rule <a href=\"#rule-116\">116<\/a>). Rather, the player simply puts the land onto the battlefield. Since the land doesn\u2019t go on the stack, it is never a spell, and players can\u2019t respond to it with instants or activated abilities.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-305-2\">305.2<\/a><\/strong>. A player can normally play one land during their turn; however, continuous effects may increase this number.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-305-2a\">305.2a<\/span><\/strong> To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-305-2b\">305.2b<\/span><\/strong> A player can\u2019t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands they have already played this turn. Ignore any part of an effect that instructs a player to do so.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-305-3\">305.3<\/a><\/strong>. A player can\u2019t play a land, for any reason, if it isn\u2019t their turn. Ignore any part of an effect that instructs a player to do so.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-305-4\">305.4<\/a><\/strong>. Effects may also allow players to \u201cput\u201d lands onto the battlefield. This isn\u2019t the same as \u201cplaying a land\u201d and doesn\u2019t count as a land played during the current turn.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-305-5\">305.5<\/a><\/strong>. Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. See rule <a href=\"#rule-205-3i\">205.3i<\/a> for the complete list of land types.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> \u201cBasic Land \u2014 Mountain\u201d means the card is a land with the subtype Mountain.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-305-6\">305.6<\/a><\/strong>. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words \u201cbasic land type,\u201d it\u2019s referring to one of these subtypes. An object with the land card type and a basic land type has the intrinsic ability \u201c{T}: Add [mana symbol],\u201d even if the text box doesn\u2019t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule <a href=\"#rule-107-4a\">107.4a<\/a>. See also rule <a href=\"#rule-605\">605<\/a>, \u201cMana Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-305-7\">305.7<\/a><\/strong>. If an effect sets a land\u2019s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn\u2019t remove any abilities that were granted to the land by other effects. Setting a land\u2019s subtype doesn\u2019t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-305-8\">305.8<\/a><\/strong>. Any land with the supertype \u201cbasic\u201d is a basic land. Any land that doesn\u2019t have this supertype is a nonbasic land, even if it has a basic land type.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-305-9\">305.9<\/a><\/strong>. If an object is both a land and another card type, it can be played only as a land. It can\u2019t be cast as a spell.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-306\"><\/p>\n<h4 id=\"rule-306\">306. Planeswalkers<\/h4>\n<p><\/strong><strong><span id=\"rule-306-1\">306.1<\/a><\/strong>. A player who has priority may cast a planeswalker card from their hand during a main phase of their turn when the stack is empty. Casting a planeswalker as a spell uses the stack. (See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-306-2\">306.2<\/a><\/strong>. When a planeswalker spell resolves, its controller puts it onto the battlefield under their control.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-306-3\">306.3<\/a><\/strong>. Planeswalker subtypes are always a single word and are listed after a long dash: \u201cPlaneswalker \u2014 Jace.\u201d Each word after the dash is a separate subtype. Planeswalker subtypes are also called planeswalker types. Planeswalkers may have multiple subtypes. See rule <a href=\"#rule-205-3j\">205.3j<\/a> for the complete list of planeswalker types.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-306-4\">306.4<\/a><\/strong>. Previously, planeswalkers were subject to a \u201cplaneswalker uniqueness rule\u201d that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the \u201clegend rule\u201d (see rule <a href=\"#rule-704-5j\">704.5j<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-306-5\">306.5<\/a><\/strong>. Loyalty is a characteristic only planeswalkers have.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-306-5a\">306.5a<\/span><\/strong> The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-306-5b\">306.5b<\/span><\/strong> A planeswalker has the intrinsic ability \u201cThis permanent enters with a number of loyalty counters on it equal to its printed loyalty number.\u201d This ability creates a replacement effect (see rule <a href=\"#rule-614-1c\">614.1c<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-306-5c\">306.5c<\/span><\/strong> The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-306-5d\">306.5d<\/span><\/strong> Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent\u2019s loyalty abilities have been activated that turn. See rule <a href=\"#rule-606\">606<\/a>, \u201cLoyalty Abilities.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-306-6\">306.6<\/a><\/strong>. Planeswalkers can be attacked. (See rule <a href=\"#rule-508\">508<\/a>, \u201cDeclare Attackers Step.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-306-7\">306.7<\/a><\/strong>. Previously, planeswalkers were subject to a redirection effect that allowed a player to have noncombat damage that would be dealt to an opponent be dealt to a planeswalker under that opponent\u2019s control instead. This rule has been removed and certain cards have received errata in the Oracle card reference to deal damage directly to planeswalkers.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-306-8\">306.8<\/a><\/strong>. Damage dealt to a planeswalker results in that many loyalty counters being removed from it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-306-9\">306.9<\/a><\/strong>. If a planeswalker\u2019s loyalty is 0, it\u2019s put into its owner\u2019s graveyard. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-307\"><\/p>\n<h4 id=\"rule-307\">307. Sorceries<\/h4>\n<p><\/strong><strong><span id=\"rule-307-1\">307.1<\/a><\/strong>. A player who has priority may cast a sorcery card from their hand during a main phase of their turn when the stack is empty. Casting a sorcery as a spell uses the stack. (See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-307-2\">307.2<\/a><\/strong>. When a sorcery spell resolves, the actions stated in its rules text are followed. Then it\u2019s put into its owner\u2019s graveyard.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-307-3\">307.3<\/a><\/strong>. Sorcery subtypes are always a single word and are listed after a long dash: \u201cSorcery \u2014 Arcane.\u201d Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. See rule <a href=\"#rule-205-3k\">205.3k<\/a> for the complete list of spell types.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-307-4\">307.4<\/a><\/strong>. Sorceries can\u2019t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-307-5\">307.5<\/a><\/strong>. If a spell, ability, or effect states that a player can do something only \u201cany time they could cast a sorcery\u201d or \u201conly as a sorcery,\u201d it means only that the player must have priority, it must be during the main phase of their turn, and the stack must be empty. The player doesn\u2019t need to have a sorcery card they could cast. Effects that would preclude that player from casting a sorcery spell don\u2019t affect the player\u2019s capability to perform that action (unless the action is actually casting a sorcery spell).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-307-5a\">307.5a<\/span><\/strong> Similarly, if an effect checks to see if a spell was cast \u201cany time a sorcery couldn\u2019t have been cast,\u201d it\u2019s checking only whether the spell\u2019s controller cast it without having priority, during a phase other than their main phase, or while another object was on the stack.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-308\"><\/p>\n<h4 id=\"rule-308\">308. Kindreds<\/h4>\n<p><\/strong><strong><span id=\"rule-308-1\">308.1<\/a><\/strong>. Each kindred card has another card type. Casting and resolving a kindred card follows the rules for casting and resolving a card of the other card type.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-308-2\">308.2<\/a><\/strong>. Kindred subtypes are usually a single word long and are listed after a long dash: \u201cKindred Enchantment \u2014 Merfolk.\u201d The set of kindred subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Kindreds may have multiple subtypes. See rule <a href=\"#rule-205-3m\">205.3m<\/a> for the complete list of creature types.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-308-3\">308.3<\/a><\/strong>. Some older kindred cards were printed with the \u201ctribal\u201d card type. Cards printed with that type have received errata in the Oracle card reference.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-309\"><\/p>\n<h4 id=\"rule-309\">309. Dungeons<\/h4>\n<p><\/strong><strong><span id=\"rule-309-1\">309.1<\/a><\/strong>. Dungeon is a card type seen only on nontraditional Magic cards.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-309-2\">309.2<\/a><\/strong>. Dungeon cards begin outside the game. Dungeon cards aren\u2019t part of a player\u2019s deck or sideboard. They are brought into the game using the venture into the dungeon keyword action. See rule <a href=\"#rule-701-49\">701.49<\/a>, \u201cVenture into the Dungeon.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-309-2a\">309.2a<\/span><\/strong> If a player ventures into the dungeon while they don\u2019t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-309-2b\">309.2b<\/span><\/strong> A dungeon card that\u2019s brought into the game is put into the command zone until it leaves the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-309-2c\">309.2c<\/span><\/strong> Dungeon cards are not permanents. They can\u2019t be cast. Dungeon cards can\u2019t leave the command zone except as they leave the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-309-2d\">309.2d<\/span><\/strong> If an effect other than a venture into the dungeon keyword action would bring a dungeon card into the game from outside the game, it doesn\u2019t; that card remains outside the game.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-309-3\">309.3<\/a><\/strong>. A player can own only one dungeon card in the command zone at a time, and they can\u2019t bring a dungeon card into the game if a dungeon card they own is in the command zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-309-4\">309.4<\/a><\/strong>. Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are currently in.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-309-4a\">309.4a<\/span><\/strong> As a player puts a dungeon they own into the command zone, they put their venture marker on the topmost room.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-309-4b\">309.4b<\/span><\/strong> Each room has a name. These names are considered flavor text and do not affect game play.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-309-4c\">309.4c<\/span><\/strong> Each room has a triggered ability called a room ability whose effect is printed on the card. They all have the same trigger condition not printed on the card. The full text of each room ability is \u201cWhen you move your venture marker into this room, [effect.]\u201d As long as a dungeon card is in the command zone, its abilities may trigger. Each room ability is controlled by the player who owns the dungeon card that is that ability\u2019s source.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-309-5\">309.5<\/a><\/strong>. The venture into the dungeon keyword action allows players to move their venture marker down the rooms of a dungeon card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-309-5a\">309.5a<\/span><\/strong> If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker isn\u2019t on that dungeon\u2019s bottommost room, they move their venture marker from the room it is on to the next room, following the direction of an arrow pointing away from the room their venture marker is on. If there are multiple arrows pointing away from the room the player\u2019s venture marker is on, they choose one of them to follow.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-309-5b\">309.5b<\/span><\/strong> If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker is on that dungeon card\u2019s bottommost room, they remove that dungeon card from the game. They then choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-309-6\">309.6<\/a><\/strong>. If a player\u2019s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn\u2019t the source of a room ability that has triggered but not yet left the stack, the dungeon card\u2019s owner removes it from the game. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-309-7\">309.7<\/a><\/strong>. A player completes a dungeon as that dungeon card is removed from the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-310\"><\/p>\n<h4 id=\"rule-310\">310. Battles<\/h4>\n<p><\/strong><strong><span id=\"rule-310-1\">310.1<\/a><\/strong>. A player who has priority may cast a battle card from their hand during a main phase of their turn when the stack is empty. Casting a battle as a spell uses the stack. (See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-310-2\">310.2<\/a><\/strong>. When a battle spell resolves, its controller puts it onto the battlefield under their control.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-310-3\">310.3<\/a><\/strong>. Battle subtypes are always a single word and are listed after a long dash: \u201cBattle \u2014 Siege.\u201d Battle subtypes are also called battle types. See rule <a href=\"#rule-205-3q\">205.3q<\/a> for the complete list of battle types.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-310-4\">310.4<\/a><\/strong>. Defense is a characteristic that battles have.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-4a\">310.4a<\/span><\/strong> The defense of a battle card not on the battlefield is equal to the number printed in its lower right corner.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-4b\">310.4b<\/span><\/strong> A battle has the intrinsic ability \u201cThis permanent enters with a number of defense counters on it equal to its printed defense number.\u201d This ability creates a replacement effect (see rule <a href=\"#rule-614-1c\">614.1c<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-4c\">310.4c<\/span><\/strong> The defense of a battle on the battlefield is equal to the number of defense counters on it.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-310-5\">310.5<\/a><\/strong>. Battles can be attacked. (See rule <a href=\"#rule-508\">508<\/a>, \u201cDeclare Attackers Step.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-310-6\">310.6<\/a><\/strong>. Damage dealt to a battle results in that many defense counters being removed from it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-310-7\">310.7<\/a><\/strong>. If a battle\u2019s defense is 0 and it isn\u2019t the source of an ability which has triggered but not yet left the stack, it\u2019s put into its owner\u2019s graveyard. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-310-8\">310.8<\/a><\/strong>. Each battle has a player designated as its protector.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-8a\">310.8a<\/span><\/strong> As a battle enters the battlefield, its controller chooses a player to be its protector. Which players may be chosen as its protector are determined by its battle type (see rule <a href=\"#rule-310-11\">310.11<\/a>). If it has no battle types, its controller becomes its protector.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-8b\">310.8b<\/span><\/strong> A battle\u2019s protector can never attack it. A battle can be attacked by any attacking player for whom its protector is a defending player. Notably, a Siege battle can be attacked by its own controller.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-8c\">310.8c<\/span><\/strong> A battle\u2019s protector may block creatures attacking that battle with creatures they control. Creatures controlled by other players can\u2019t block those attackers.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-8d\">310.8d<\/span><\/strong> If a battle\u2019s protector is a different player than its controller, all rules and effects that refer to the \u201cdefending player\u201d relative to a battle that is being attacked refer to that battle\u2019s protector rather than its controller. See rule <a href=\"#rule-508-5\">508.5<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-8e\">310.8e<\/span><\/strong> If a rule or effect refers to the player who protects a battle, it means the player who is that battle\u2019s protector.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-8f\">310.8f<\/span><\/strong> A battle can have only one protector at a time. A battle\u2019s protector stops being its protector if another player becomes its protector.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-8g\">310.8g<\/span><\/strong> A battle\u2019s protector doesn\u2019t change if it stops being a battle or it becomes a copy of another battle.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-310-9\">310.9<\/a><\/strong>. A battle can\u2019t be attached to players or permanents, even if it is also an Aura, Equipment, or Fortification. If a battle is somehow attached to a permanent, it becomes unattached. This is a state-based action (see rule <a href=\"#rule-704\">704<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-310-10\">310.10<\/a><\/strong>. If a battle that isn\u2019t being attacked has no player designated as its protector, or its protector is a player who can\u2019t be its protector based on its battle type, its controller chooses an appropriate player to be its protector. If no player can be chosen this way, the battle is put into its owner\u2019s graveyard. This is a state-based action (see rule <a href=\"#rule-704\">704<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-310-11\">310.11<\/a><\/strong>. All currently existing battles have the subtype Siege. Sieges are subject to special rules.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-11a\">310.11a<\/span><\/strong> As a Siege enters the battlefield, its controller must choose its protector from among their opponents. Only an opponent of a Siege\u2019s controller can be its protector.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-310-11b\">310.11b<\/span><\/strong> Sieges have the intrinsic ability \u201cWhen the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-311\"><\/p>\n<h4 id=\"rule-311\">311. Planes<\/h4>\n<p><\/strong><strong><span id=\"rule-311-1\">311.1<\/a><\/strong>. Plane is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses plane cards. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-311-2\">311.2<\/a><\/strong>. Plane cards remain in the command zone throughout the game, both while they\u2019re part of a planar deck and while they\u2019re face up. They\u2019re not permanents. They can\u2019t be cast. If a plane card would leave the command zone, it remains in the command zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-311-3\">311.3<\/a><\/strong>. Plane subtypes are listed after a long dash, and may be multiple words: \u201cPlane \u2014 Serra\u2019s Realm.\u201d All words after the dash are, collectively, a single subtype. Planar subtypes are called planar types. A plane can have only one subtype. See rule <a href=\"#rule-205-3n\">205.3n<\/a> for the complete list of planar types.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-311-4\">311.4<\/a><\/strong>. A plane card may have any number of static, triggered, and\/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-311-5\">311.5<\/a><\/strong>. The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn\u2019t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-311-6\">311.6<\/a><\/strong>. A face-up plane card that\u2019s turned face down becomes a new object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-311-7\">311.7<\/a><\/strong>. Each plane card has a triggered ability that triggers \u201cWhenever chaos ensues.\u201d These are called chaos abilities. Each one is indicated by a chaos symbol to the left of the ability, though the symbol itself has no special rules meaning. This ability triggers if the chaos symbol is rolled on the planar die (see rule <a href=\"#rule-901-9b\">901.9b<\/a>), if a resolving spell or ability says that chaos ensues, or if a resolving spell or ability states that chaos ensues for a particular object. In the last case, the chaos ability can trigger even if that plane card is still in the planar deck but revealed. A chaos ability is controlled by the current planar controller.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-312\"><\/p>\n<h4 id=\"rule-312\">312. Phenomena<\/h4>\n<p><\/strong><strong><span id=\"rule-312-1\">312.1<\/a><\/strong>. Phenomenon is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses phenomenon cards. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-312-2\">312.2<\/a><\/strong>. Phenomenon cards remain in the command zone throughout the game, both while they\u2019re part of a planar deck and while they\u2019re face up. They\u2019re not permanents. They can\u2019t be cast. If a phenomenon card would leave the command zone, it remains in the command zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-312-3\">312.3<\/a><\/strong>. Phenomenon cards have no subtypes.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-312-4\">312.4<\/a><\/strong>. The controller of a face-up phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn\u2019t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-312-5\">312.5<\/a><\/strong>. Each phenomenon card has a triggered ability that triggers when you encounter it. \u201cWhen you encounter [this phenomenon]\u201d means \u201cWhen you move this card off a planar deck and turn it face up.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-312-6\">312.6<\/a><\/strong>. A face-up phenomenon card that\u2019s turned face down becomes a new object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-312-7\">312.7<\/a><\/strong>. If a phenomenon card is face up in the command zone, and it isn\u2019t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule <a href=\"#rule-704\">704<\/a>. See also rule <a href=\"#rule-701-31\">701.31<\/a>, \u201cPlaneswalk.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-313\"><\/p>\n<h4 id=\"rule-313\">313. Vanguards<\/h4>\n<p><\/strong><strong><span id=\"rule-313-1\">313.1<\/a><\/strong>. Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual variant uses vanguard cards. See rule <a href=\"#rule-902\">902<\/a>, \u201cVanguard.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-313-2\">313.2<\/a><\/strong>. Vanguard cards remain in the command zone throughout the game. They\u2019re not permanents. They can\u2019t be cast. If a vanguard card would leave the command zone, it remains in the command zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-313-3\">313.3<\/a><\/strong>. Vanguard cards have no subtypes.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-313-4\">313.4<\/a><\/strong>. A vanguard card may have any number of static, triggered, and\/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-313-5\">313.5<\/a><\/strong>. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-313-6\">313.6<\/a><\/strong>. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting hand size and maximum hand size of the vanguard card\u2019s owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and their maximum hand size. See rule <a href=\"#rule-103-5\">103.5<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-313-7\">313.7<\/a><\/strong>. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card\u2019s owner (normally 20) to is determined. See rule <a href=\"#rule-103-4\">103.4<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-314\"><\/p>\n<h4 id=\"rule-314\">314. Schemes<\/h4>\n<p><\/strong><strong><span id=\"rule-314-1\">314.1<\/a><\/strong>. Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual variant uses scheme cards. See rule <a href=\"#rule-904\">904<\/a>, \u201cArchenemy.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-314-2\">314.2<\/a><\/strong>. Scheme cards remain in the command zone throughout the game, both while they\u2019re part of a scheme deck and while they\u2019re face up. They\u2019re not permanents. They can\u2019t be cast. If a scheme card would leave the command zone, it remains in the command zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-314-3\">314.3<\/a><\/strong>. Scheme cards have no subtypes.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-314-4\">314.4<\/a><\/strong>. A scheme card may have any number of static, triggered, and\/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-314-5\">314.5<\/a><\/strong>. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-314-6\">314.6<\/a><\/strong>. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner\u2019s scheme deck the next time a player would receive priority. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-314-7\">314.7<\/a><\/strong>. If an ability of a scheme card includes the text \u201cthis scheme,\u201d it means the scheme card in the command zone that\u2019s the source of that ability. This is an exception to rule <a href=\"#rule-109-2\">109.2<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-315\"><\/p>\n<h4 id=\"rule-315\">315. Conspiracies<\/h4>\n<p><\/strong><strong><span id=\"rule-315-1\">315.1<\/a><\/strong>. Conspiracy cards are used only in limited play, particularly in the Conspiracy Draft variant (see rule <a href=\"#rule-905\">905<\/a>). Conspiracy cards aren\u2019t used in constructed play.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-315-2\">315.2<\/a><\/strong>. At the start of a game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone. Conspiracy cards with hidden agenda are put into the command zone face down. (See rule <a href=\"#rule-702-106\">702.106<\/a>, \u201cHidden Agenda.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-315-3\">315.3<\/a><\/strong>. Conspiracy cards remain in the command zone throughout the game. They\u2019re not permanents. They can\u2019t be cast or included in a deck. If a conspiracy card would leave the command zone, it remains in the command zone. Conspiracy cards that aren\u2019t in the game can\u2019t be brought into the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-315-4\">315.4<\/a><\/strong>. Conspiracy cards have no subtypes.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-315-5\">315.5<\/a><\/strong>. Conspiracy cards may have any number of static or triggered abilities. As long as a conspiracy card is face up in the command zone, its static abilities affect the game, and its triggered abilities may trigger.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-315-5a\">315.5a<\/span><\/strong> Abilities of conspiracy cards may affect the start-of-game procedure.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-315-5b\">315.5b<\/span><\/strong> Face-down conspiracy cards have no characteristics.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-315-6\">315.6<\/a><\/strong>. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-315-7\">315.7<\/a><\/strong>. At any time, you may look at a face-down conspiracy card you control. You can\u2019t look at face-down conspiracy cards controlled by other players.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<h3 id=\"section-4\">4. Zones<\/h3>\n<p><strong><span id=\"rule-400\"><\/p>\n<h4 id=\"rule-400\">400. General<\/h4>\n<p><\/strong><strong><span id=\"rule-400-1\">400.1<\/a><\/strong>. A zone is a place where objects can be during a game. There are normally seven zones: library, hand, battlefield, graveyard, stack, exile, and command. Some older cards also use the ante zone. Each player has their own library, hand, and graveyard. The other zones are shared by all players.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-400-2\">400.2<\/a><\/strong>. Public zones are zones in which all players can see the cards\u2019 faces, except for those cards that some rule or effect specifically allow to be face down. Graveyard, battlefield, stack, exile, ante, and command are public zones. Hidden zones are zones in which not all players can be expected to see the cards\u2019 faces. Library and hand are hidden zones, even if all the cards in one such zone happen to be revealed.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-400-3\">400.3<\/a><\/strong>. If an object would go to any library, graveyard, or hand other than its owner\u2019s, it goes to its owner\u2019s corresponding zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-400-4\">400.4<\/a><\/strong>. Cards with certain card types can\u2019t enter certain zones.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-4a\">400.4a<\/span><\/strong> If an instant or sorcery card would enter the battlefield, it remains in its previous zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-4b\">400.4b<\/span><\/strong> If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-400-5\">400.5<\/a><\/strong>. The order of objects in a library, in a graveyard, or on the stack can\u2019t be changed except when effects or rules allow it. The same is true for objects arranged in face-down piles in other zones. Other objects in other zones can be arranged however their owners wish, although who controls those objects, whether they\u2019re tapped or flipped, and what other objects are attached to them must remain clear to all players.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-400-6\">400.6<\/a><\/strong>. If an object would move from one zone to another, determine what event is moving the object. If the object is moving to a public zone and its owner will be able to look at it in that zone, its owner looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each other player who will be able to look at it in that zone does so. Then any appropriate replacement effects, whether they come from that object or from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object\u2019s controller\u2014or its owner if it has no controller\u2014chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous \u201cdestroy\u201d effects.) Then the event moves the object.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Exquisite Archangel has an ability which reads \u201cIf you would lose the game, instead exile this creature and your life total becomes equal to your starting life total.\u201d A spell deals 5 damage to a player with 5 life and 5 damage to an Exquisite Archangel under that player\u2019s control. As state-based actions are performed, that player\u2019s life total becomes equal to their starting life total, and that player chooses whether Exquisite Archangel moves to its owner\u2019s graveyard or to exile.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-400-7\">400.7<\/a><\/strong>. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. This rule has the following exceptions.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7a\">400.7a<\/span><\/strong> Effects from spells, activated abilities, and triggered abilities that change the characteristics or controller of a permanent spell on the stack continue to apply to the permanent that spell becomes.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7b\">400.7b<\/span><\/strong> Effects from static abilities that grant an ability to a permanent spell that functions on the battlefield continue to apply to the permanent that spell becomes (see rule <a href=\"#rule-611-3d\">611.3d<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7c\">400.7c<\/span><\/strong> Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7d\">400.7d<\/span><\/strong> An ability of a permanent can reference information about the spell that became that permanent as it resolved, including what costs were paid to cast that spell or what mana was spent to pay those costs.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7e\">400.7e<\/span><\/strong> Abilities that trigger when an object moves from one zone to another (for example, \u201cWhen this Aura is put into a graveyard from the battlefield\u201d) can find the new object that it became in the zone it moved to when the ability triggered, if that zone is a public zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7f\">400.7f<\/span><\/strong> Abilities that trigger when an enchanted permanent leaves the battlefield can find the new object that each Aura enchanting that permanent became in its owner\u2019s graveyard if it was put into that graveyard at the same time the enchanted permanent left the battlefield. It can also find the new object that each Aura enchanting it became in its owner\u2019s graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule <a href=\"#rule-704-5m\">704.5m<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7g\">400.7g<\/span><\/strong> If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7h\">400.7h<\/span><\/strong> If an effect allows a nonland card to be cast, other parts of that effect can find the new object that card becomes after it moves to the stack as a result of being cast this way.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7i\">400.7i<\/span><\/strong> If an effect allows a land card to be played, other parts of that effect can find the new object that land card becomes after it moves to the battlefield as a result of being played this way.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7j\">400.7j<\/span><\/strong> If an effect causes an object to move to a public zone, other parts of that effect can find that object. If the cost of a spell or ability causes an object to move to a public zone, that spell or ability\u2019s effects can find that object.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7k\">400.7k<\/span><\/strong> After resolving a madness triggered ability (see rule <a href=\"#rule-702-35\">702.35<\/a>), if the exiled card wasn\u2019t cast and was moved to a public zone, effects referencing the discarded card can find that object.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-7m\">400.7m<\/span><\/strong> Stickers on an object in a public zone are retained as it moves to another public zone (see rule <a href=\"#rule-123-5\">123.5<\/a>). Any effects from stickers continue to apply to the new object it becomes in that zone.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-400-8\">400.8<\/a><\/strong>. If an object in the exile zone is exiled, it doesn\u2019t change zones, but it becomes a new object that has just been exiled.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-400-9\">400.9<\/a><\/strong>. If a face-up object in the command zone is turned face down, it becomes a new object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-400-10\">400.10<\/a><\/strong>. If an object in the command zone is put into the command zone, it doesn\u2019t change zones, but it becomes a new object that has just entered the command zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-400-11\">400.11<\/a><\/strong>. An object is outside the game if it isn\u2019t in any of the game\u2019s zones. Outside the game is not a zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-11a\">400.11a<\/span><\/strong> Cards in a player\u2019s sideboard are outside the game. See rule <a href=\"#rule-100-4\">100.4<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-11b\">400.11b<\/span><\/strong> Some effects bring cards into a game from outside the game. Those cards remain in the game until the game ends, their owner leaves the game, or a rule or effect removes them from the game, whichever comes first.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-400-11c\">400.11c<\/span><\/strong> Cards outside the game can\u2019t be affected by spells or abilities, except for characteristic-defining abilities printed on them (see rule <a href=\"#rule-604-3\">604.3<\/a>) and spells and abilities that allow those cards to be brought into the game.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-400-12\">400.12<\/a><\/strong>. Some effects instruct a player to do something to a zone (such as \u201cShuffle your hand into your library\u201d). That action is performed on all cards in that zone. The zone itself is not affected.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-401\"><\/p>\n<h4 id=\"rule-401\">401. Library<\/h4>\n<p><\/strong><strong><span id=\"rule-401-1\">401.1<\/a><\/strong>. When a game begins, each player\u2019s deck becomes their library.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-401-2\">401.2<\/a><\/strong>. Each library must be kept in a single face-down pile. Players can\u2019t look at or change the order of cards in a library.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-401-3\">401.3<\/a><\/strong>. Any player may count the number of cards remaining in any player\u2019s library at any time.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-401-4\">401.4<\/a><\/strong>. If an effect puts two or more cards in a specific position in a library at the same time, the owner of those cards may arrange them in any order. That library\u2019s owner doesn\u2019t reveal the order in which the cards go into the library.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-401-5\">401.5<\/a><\/strong>. Some effects tell a player to play with the top card of their library revealed, or say that a player may look at the top card of their library. If the top card of the player\u2019s library changes while a spell is being cast, the new top card won\u2019t be revealed and can\u2019t be looked at until the spell becomes cast (see rule <a href=\"#rule-601-2i\">601.2i<\/a>). The same is true with relation to an ability being activated. If the top card of the player\u2019s library changes while a player is taking a special action (see rule <a href=\"#rule-116\">116<\/a>, \u201cSpecial Actions\u201d), the new card won\u2019t be revealed and can\u2019t be looked at until the player has finished taking that special action.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-401-6\">401.6<\/a><\/strong>. If an effect causes a player to play with the top card of their library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-401-7\">401.7<\/a><\/strong>. If an effect causes a player to put a card into a library \u201cNth from the top,\u201d and that library has fewer than N cards in it, the player puts that card on the bottom of that library.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-402\"><\/p>\n<h4 id=\"rule-402\">402. Hand<\/h4>\n<p><\/strong><strong><span id=\"rule-402-1\">402.1<\/a><\/strong>. The hand is where a player holds cards that have been drawn. Cards can be put into a player\u2019s hand by other effects as well. At the beginning of the game, each player draws a number of cards equal to that player\u2019s starting hand size, normally seven. (See rule <a href=\"#rule-103\">103<\/a>, \u201cStarting the Game.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-402-2\">402.2<\/a><\/strong>. Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in their hand, but as part of their cleanup step, the player must discard excess cards down to the maximum hand size.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-402-3\">402.3<\/a><\/strong>. A player may arrange their hand in any convenient fashion and look at it at any time. A player can\u2019t look at the cards in another player\u2019s hand but may count those cards at any time.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-403\"><\/p>\n<h4 id=\"rule-403\">403. Battlefield<\/h4>\n<p><\/strong><strong><span id=\"rule-403-1\">403.1<\/a><\/strong>. Most of the area between the players represents the battlefield. The battlefield starts out empty. Permanents a player controls are normally kept in front of them on the battlefield, though there are some cases (such as an Aura attached to another player\u2019s permanent) when a permanent one player controls is kept closer to a different player.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-403-2\">403.2<\/a><\/strong>. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-403-3\">403.3<\/a><\/strong>. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule <a href=\"#rule-110\">110<\/a>, \u201cPermanents.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-403-4\">403.4<\/a><\/strong>. Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to any previous permanent represented by the same card, except for the cases listed in rule <a href=\"#rule-400-7\">400.7<\/a>. (This is also true for any objects entering any zone.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-403-5\">403.5<\/a><\/strong>. Previously, the battlefield was called the \u201cin-play zone.\u201d Cards that were printed with text that contains the phrases \u201cin play,\u201d \u201cfrom play,\u201d \u201cinto play,\u201d or the like are referring to the battlefield. Cards that were printed with that text have received errata in the Oracle card reference.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-404\"><\/p>\n<h4 id=\"rule-404\">404. Graveyard<\/h4>\n<p><\/strong><strong><span id=\"rule-404-1\">404.1<\/a><\/strong>. A player\u2019s graveyard is their discard pile. Any object that\u2019s countered, discarded, destroyed, or sacrificed is put on top of its owner\u2019s graveyard, as is any instant or sorcery spell that\u2019s finished resolving. Each player\u2019s graveyard starts out empty.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-404-2\">404.2<\/a><\/strong>. Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can\u2019t change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in their graveyard.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-404-3\">404.3<\/a><\/strong>. If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-405\"><\/p>\n<h4 id=\"rule-405\">405. Stack<\/h4>\n<p><\/strong><strong><span id=\"rule-405-1\">405.1<\/a><\/strong>. When a spell is cast, the physical card is put on the stack (see rule <a href=\"#rule-601-2a\">601.2a<\/a>). When an ability is activated or triggers, it goes on top of the stack without any card associated with it (see rules <a href=\"#rule-602-2a\">602.2a<\/a> and <a href=\"#rule-603-3\">603.3<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-405-2\">405.2<\/a><\/strong>. The stack keeps track of the order that spells and\/or abilities were added to it. Each time an object is put on the stack, it\u2019s put on top of all objects already there.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-405-3\">405.3<\/a><\/strong>. If an effect puts two or more objects on the stack at the same time, those controlled by the active player are put on lowest, followed by each other player\u2019s objects in APNAP order (see rule <a href=\"#rule-101-4\">101.4<\/a>). If a player controls more than one of these objects, that player chooses their relative order on the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-405-4\">405.4<\/a><\/strong>. Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that\u2019s on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the player who cast it. The controller of an activated ability is the player who activated it. The controller of a triggered ability is the player who controlled the ability\u2019s source when it triggered, unless it\u2019s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules <a href=\"#rule-603-7d\">603.7d\u2013f<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-405-5\">405.5<\/a><\/strong>. When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when all players pass, the current step or phase ends and the next begins.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-405-6\">405.6<\/a><\/strong>. Some things that happen during the game don\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-405-6a\">405.6a<\/span><\/strong> Effects don\u2019t go on the stack; they\u2019re 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 <a href=\"#rule-603-7\">603.7<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-405-6b\">405.6b<\/span><\/strong> Static abilities continuously generate effects and don\u2019t go on the stack. (See rule <a href=\"#rule-604\">604<\/a>, \u201cHandling Static Abilities.\u201d) This includes characteristic-defining abilities such as \u201c[This object] is red\u201d (see rule <a href=\"#rule-604-3\">604.3<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-405-6c\">405.6c<\/span><\/strong> Mana abilities resolve immediately. If a mana ability both produces mana and has another effect, the mana is produced and the other effect happens immediately. If a player had priority before a mana ability was activated, that player gets priority after it resolves. (See rule <a href=\"#rule-605\">605<\/a>, \u201cMana Abilities.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-405-6d\">405.6d<\/span><\/strong> Special actions don\u2019t use the stack; they happen immediately. See rule <a href=\"#rule-116\">116<\/a>, \u201cSpecial Actions.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-405-6e\">405.6e<\/span><\/strong> Turn-based actions don\u2019t use the stack; they happen automatically when certain steps or phases begin. They\u2019re dealt with before a player would receive priority (see rule <a href=\"#rule-117-3a\">117.3a<\/a>). Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule <a href=\"#rule-703\">703<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-405-6f\">405.6f<\/span><\/strong> State-based actions don\u2019t use the stack; they happen automatically when certain conditions are met. See rule <a href=\"#rule-704\">704<\/a>. They are dealt with before a player would receive priority. See rule <a href=\"#rule-117-5\">117.5<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-405-6g\">405.6g<\/span><\/strong> A player may concede the game at any time. That player leaves the game immediately. See rule <a href=\"#rule-104-3a\">104.3a<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-405-6h\">405.6h<\/span><\/strong> If a player leaves a multiplayer game, objects may leave the game, cease to exist, change control, or be exiled as a result. These actions happen immediately. See rule <a href=\"#rule-800-4a\">800.4a<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-406\"><\/p>\n<h4 id=\"rule-406\">406. Exile<\/h4>\n<p><\/strong><strong><span id=\"rule-406-1\">406.1<\/a><\/strong>. The exile zone is essentially a holding area for objects. Some spells and abilities exile an object without any way to return that object to another zone. Other spells and abilities exile an object only temporarily.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-406-2\">406.2<\/a><\/strong>. To exile an object is to put it into the exile zone from whatever zone it\u2019s currently in. An exiled card is a card that\u2019s been put into the exile zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-406-3\">406.3<\/a><\/strong>. Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards \u201cexiled face down\u201d can\u2019t be examined by any player except when instructions allow it. However, if a player is instructed to look at a card and then exile it face down, or once a player is allowed to look at a card exiled face down, that player may continue to look at that card until it leaves the exile zone or is part of a pile of cards that are shuffled, even if the instruction allowing the player to do so no longer applies.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-406-3a\">406.3a<\/span><\/strong> A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be played from exile. Unless that card is being cast face down (see rule <a href=\"#rule-708-4\">708.4<\/a>), the card is turned face up just before the player announces that they are playing the card (see rule <a href=\"#rule-601-2\">601.2<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-406-3b\">406.3b<\/span><\/strong> Some spells and abilities allow a player to cast spells with certain qualities from among face-down cards in exile. A player may cast such a spell only if they are allowed to look at the face-down card in exile and if the resulting spell has the specified qualities.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-406-4\">406.4<\/a><\/strong>. Face-down cards in exile should be kept in separate piles based on when they were exiled and how they were exiled. If a player is instructed to choose an exiled card, the player may choose a specific face-down card only if the player is allowed to look at that card. Otherwise, they may choose a pile of face-down exiled cards, and then a card is chosen at random from within that pile. If choosing such a card is part of casting a spell or activating an ability, the chosen card isn\u2019t revealed until after that cost is fully paid. (See rule <a href=\"#rule-601-2i\">601.2i<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-406-5\">406.5<\/a><\/strong>. Exiled cards that might return to the battlefield or any other zone should be kept in separate piles to keep track of their respective ways of returning. Exiled cards that may have an impact on the game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled them should likewise be kept in separate piles.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-406-6\">406.6<\/a><\/strong>. An object may have one ability printed on it that causes one or more cards to be exiled, and another ability that refers either to \u201cthe exiled cards\u201d or to cards \u201cexiled with [this object].\u201d These abilities are linked: the second refers only to cards that have been exiled due to the first. See rule <a href=\"#rule-607\">607<\/a>, \u201cLinked Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-406-7\">406.7<\/a><\/strong>. If an object in the exile zone becomes exiled, it doesn\u2019t change zones, but it becomes a new object that has just been exiled.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-406-8\">406.8<\/a><\/strong>. Previously, the exile zone was called the \u201cremoved-from-the-game zone.\u201d Cards that were printed with text that \u201cremoves [an object] from the game\u201d exiles that object. The same is true for cards printed with text that \u201csets [an object] aside.\u201d Cards that were printed with that text have received errata in the Oracle card reference.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-407\"><\/p>\n<h4 id=\"rule-407\">407. Ante<\/h4>\n<p><\/strong><strong><span id=\"rule-407-1\">407.1<\/a><\/strong>. Earlier versions of the Magic rules included an ante rule as a way of playing \u201cfor keeps.\u201d Playing Magic games for ante is now considered an optional variation on the game, and it\u2019s allowed only where it\u2019s not forbidden by law or by other rules. Playing for ante is strictly forbidden under the Magic: The Gathering Tournament Rules (<a href=\"https:\/\/WPN.Wizards.com\/en\/rules-documents\" target=\"_blank\">WPN.Wizards.com\/en\/rules-documents<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-407-2\">407.2<\/a><\/strong>. When playing for ante, each player puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-407-3\">407.3<\/a><\/strong>. A few cards have the text \u201cRemove this card from your deck before playing if you\u2019re not playing for ante.\u201d These are the only cards that can add or remove cards from the ante zone or change a card\u2019s owner. When not playing for ante, players can\u2019t include these cards in their decks or sideboards, and these cards can\u2019t be brought into the game from outside the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-407-4\">407.4<\/a><\/strong>. To ante an object is to put that object into the ante zone from whichever zone it\u2019s currently in. The owner of an object is the only player who can ante that object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-408\"><\/p>\n<h4 id=\"rule-408\">408. Command<\/h4>\n<p><\/strong><strong><span id=\"rule-408-1\">408.1<\/a><\/strong>. The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-408-2\">408.2<\/a><\/strong>. Emblems may be created in the command zone. See rule <a href=\"#rule-114\">114<\/a>, \u201cEmblems.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-408-3\">408.3<\/a><\/strong>. In the Planechase, Vanguard, Commander, Archenemy, and Conspiracy Draft casual variants, nontraditional Magic cards and\/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See <a href=\"#section-9\">section 9, \u201cCasual Variants.\u201d<\/a><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<h3 id=\"section-5\">5. Turn Structure<\/h3>\n<p><strong><span id=\"rule-500\"><\/p>\n<h4 id=\"rule-500\">500. General<\/h4>\n<p><\/strong><strong><span id=\"rule-500-1\">500.1<\/a><\/strong>. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and ending phases are further broken down into steps, which proceed in order.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-500-2\">500.2<\/a><\/strong>. A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. Simply having the stack become empty doesn\u2019t cause such a phase or step to end; all players have to pass in succession with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-500-3\">500.3<\/a><\/strong>. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule <a href=\"#rule-502\">502<\/a>) and certain cleanup steps (see rule <a href=\"#rule-514\">514<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-500-4\">500.4<\/a><\/strong>. As a step or phase begins, if there are effects that last until that step or phase, those effects expire.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-500-5\">500.5<\/a><\/strong>. As a step or phase ends, if there are effects that last until the end of that step or phase, those effects expire. Then any unspent mana left in a player\u2019s mana pool empties. This is a turn-based action that doesn\u2019t use the stack (see rule <a href=\"#rule-703-4q\">703.4q<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-500-5a\">500.5a<\/span><\/strong> Effects that last \u201cuntil end of combat\u201d expire at the end of the combat phase, not at the beginning of the end of combat step.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-500-5b\">500.5b<\/span><\/strong> Effects that last \u201cuntil end of turn\u201d are subject to special rules; see rule <a href=\"#rule-514-2\">514.2<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-500-6\">500.6<\/a><\/strong>. When a phase or step begins, any abilities that trigger \u201cat the beginning of\u201d that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-500-7\">500.7<\/a><\/strong>. Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule <a href=\"#rule-101-4\">101.4<\/a>). The most recently created turn will be taken first.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-500-8\">500.8<\/a><\/strong>. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-500-9\">500.9<\/a><\/strong>. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step or directly before a specified step. If multiple extra steps are created after the same step, the most recently created step will occur first.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-500-10\">500.10<\/a><\/strong>. Some effects add a step after a particular phase. In that case, that effect first creates the phase which normally contains that step directly after the specified phase. Any other steps that phase would normally have are skipped (see rule <a href=\"#rule-500-11\">500.11<\/a>).<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Obeka, Splitter of Seconds says, in part, \u201cWhenever Obeka deals combat damage to a player, you get that many additional upkeep steps after this phase.\u201d After that ability resolves, its controller adds that many beginning phases after this phase. Those new beginning phases have only an upkeep step. The untap steps and draw steps of those phases are skipped.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-500-10a\">500.10a<\/span><\/strong> If an effect that says \u201cyou get\u201d an additional step or phase would add a step or phase to a turn other than its controller\u2019s, no steps or phases are added.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-500-11\">500.11<\/a><\/strong>. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn\u2019t exist. See rule <a href=\"#rule-614-10\">614.10<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-500-12\">500.12<\/a><\/strong>. No game events can occur between steps, phases, or turns.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-501\"><\/p>\n<h4 id=\"rule-501\">501. Beginning Phase<\/h4>\n<p><\/strong><strong><span id=\"rule-501-1\">501.1<\/a><\/strong>. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-502\"><\/p>\n<h4 id=\"rule-502\">502. Untap Step<\/h4>\n<p><\/strong><strong><span id=\"rule-502-1\">502.1<\/a><\/strong>. First, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. This turn-based action doesn\u2019t use the stack. See rule <a href=\"#rule-702-26\">702.26<\/a>, \u201cPhasing.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-502-2\">502.2<\/a><\/strong>. Second, if it\u2019s day and the previous turn\u2019s active player didn\u2019t cast any spells during that turn, it becomes night. If it\u2019s night and the previous turn\u2019s active player cast two or more spells during that turn, it becomes day. If it\u2019s neither day nor night, this check doesn\u2019t happen and it remains neither. This turn-based action doesn\u2019t use the stack. See rule <a href=\"#rule-730\">730<\/a>, \u201cDay and Night.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-502-2a\">502.2a<\/span><\/strong> Multiplayer games using the shared team turns option use a modified rule. If it\u2019s day and no player on the previous turn\u2019s active team cast a spell during that turn, it becomes night. If it\u2019s night and any player on the previous turn\u2019s active team cast two or more spells during the previous turn, it becomes day. If it\u2019s neither day nor night, this check doesn\u2019t happen and it remains neither. This turn-based action doesn\u2019t use the stack.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-502-3\">502.3<\/a><\/strong>. Third, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesn\u2019t use the stack. Normally, all of a player\u2019s permanents untap, but effects can keep one or more of a player\u2019s permanents from untapping.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-502-4\">502.4<\/a><\/strong>. No player receives priority during the untap step, so no spells can be cast or resolve and no abilities can be activated or resolve. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step. (See rule <a href=\"#rule-503\">503<\/a>, \u201cUpkeep Step.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-503\"><\/p>\n<h4 id=\"rule-503\">503. Upkeep Step<\/h4>\n<p><\/strong><strong><span id=\"rule-503-1\">503.1<\/a><\/strong>. The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-503-1a\">503.1a<\/span><\/strong> Any abilities that triggered during the untap step and any abilities that triggered at the beginning of the upkeep are put onto the stack before the active player gets priority; the order in which they triggered doesn\u2019t matter. (See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-503-2\">503.2<\/a><\/strong>. If a spell states that it may be cast only \u201cafter [a player\u2019s] upkeep step,\u201d and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-504\"><\/p>\n<h4 id=\"rule-504\">504. Draw Step<\/h4>\n<p><\/strong><strong><span id=\"rule-504-1\">504.1<\/a><\/strong>. First, the active player draws a card. This turn-based action doesn\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-504-2\">504.2<\/a><\/strong>. Second, the active player gets priority. (See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-505\"><\/p>\n<h4 id=\"rule-505\">505. Main Phase<\/h4>\n<p><\/strong><strong><span id=\"rule-505-1\">505.1<\/a><\/strong>. There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule <a href=\"#rule-506\">506<\/a>, \u201cCombat Phase\u201d). The precombat and postcombat main phases are individually and collectively known as the main phase.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-505-1a\">505.1a<\/span><\/strong> Only the first main phase of the turn is a precombat main phase. All other main phases are postcombat main phases. This includes the second main phase of a turn in which the combat phase has been skipped. It is also true of a turn in which an effect has caused an additional combat phase and an additional main phase to be created.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-505-1b\">505.1b<\/span><\/strong> In card text, phrases such as \u201cfirst main phase,\u201d \u201csecond main phase,\u201d and so on count the number of main phases that have occurred only in the current turn unless that text specifies otherwise.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-505-2\">505.2<\/a><\/strong>. The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See rule <a href=\"#rule-500-2\">500.2<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-505-3\">505.3<\/a><\/strong>. First, but only if the players are playing an Archenemy game (see rule <a href=\"#rule-904\">904<\/a>), the active player is the archenemy, and it\u2019s the active player\u2019s precombat main phase, the active player sets the top card of their scheme deck in motion (see rule <a href=\"#rule-701-32\">701.32<\/a>). This turn-based action doesn\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-505-4\">505.4<\/a><\/strong>. Second, if the active player controls one or more Saga enchantments and it\u2019s the active player\u2019s precombat main phase, the active player puts a lore counter on each Saga they control with one or more chapter abilities. (See rule <a href=\"#rule-714\">714<\/a>, \u201cSaga Cards.\u201d) This turn-based action doesn\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-505-5\">505.5<\/a><\/strong>. Third, if the active player controls one or more Attractions and it\u2019s the active player\u2019s precombat main phase, the active player rolls to visit their Attractions. (See rule <a href=\"#rule-701-52\">701.52<\/a>, \u201cRoll to Visit Your Attractions.\u201d) This turn-based action doesn\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-505-6\">505.6<\/a><\/strong>. Fourth, the active player gets priority. (See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-505-6a\">505.6a<\/span><\/strong> The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. The active player may cast these spells.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-505-6b\">505.6b<\/span><\/strong> During either main phase, the active player may play one land card from their hand if the stack is empty, if the player has priority, and if they haven\u2019t played a land this turn (unless an effect states the player may play additional lands). This action doesn\u2019t use the stack. Neither the land nor the action of playing the land is a spell or ability, so it can\u2019t be countered, and players can\u2019t respond to it with instants or activated abilities. (See rule <a href=\"#rule-305\">305<\/a>, \u201cLands.\u201d)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-506\"><\/p>\n<h4 id=\"rule-506\">506. Combat Phase<\/h4>\n<p><\/strong><strong><span id=\"rule-506-1\">506.1<\/a><\/strong>. The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule <a href=\"#rule-508-8\">508.8<\/a>). There are two combat damage steps if any attacking or blocking creature has first strike (see rule <a href=\"#rule-702-7\">702.7<\/a>) or double strike (see rule <a href=\"#rule-702-4\">702.4<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-506-2\">506.2<\/a><\/strong>. During the combat phase, the active player is the attacking player; creatures that player controls may attack. During the combat phase of a two-player game, the nonactive player is the defending player; that player, planeswalkers they control, and battles they protect may be attacked.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-2a\">506.2a<\/span><\/strong> During the combat phase of a multiplayer game, there may be one or more defending players, depending on the variant being played and the options chosen for it. Unless all the attacking player\u2019s opponents automatically become defending players during the combat phase, the attacking player chooses one of their opponents as a turn-based action during the beginning of combat step. (Note that the choice may be dictated by the variant being played or the options chosen for it.) That player becomes the defending player. See rule <a href=\"#rule-802\">802<\/a>, \u201cAttack Multiple Players Option,\u201d rule <a href=\"#rule-803\">803<\/a>, \u201cAttack Left and Attack Right Options,\u201d and rule <a href=\"#rule-809\">809<\/a>, \u201cEmperor Variant.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-2b\">506.2b<\/span><\/strong> In multiplayer games using the shared team turns option, the active team is the attacking team and the nonactive team is the defending team. See rule <a href=\"#rule-805\">805<\/a>, \u201cShared Team Turns Option.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-506-3\">506.3<\/a><\/strong>. Only a creature can attack or block. Only a player, a planeswalker, or a battle can be attacked.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-3a\">506.3a<\/span><\/strong> If an effect would put a noncreature permanent onto the battlefield attacking or blocking, the permanent does enter the battlefield but it\u2019s never considered to be an attacking or blocking permanent.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-3b\">506.3b<\/span><\/strong> If an effect would put a creature onto the battlefield attacking under the control of any player except an attacking player, that creature does enter the battlefield, but it\u2019s never considered to be an attacking creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-3c\">506.3c<\/span><\/strong> If an effect would put a creature onto the battlefield attacking either a player not in the game or a permanent that\u2019s no longer on the battlefield or isn\u2019t either a planeswalker or a battle, that creature does enter the battlefield, but it\u2019s never considered to be an attacking creature. See rule <a href=\"#rule-508-4a\">508.4a<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-3d\">506.3d<\/span><\/strong> If an effect puts a creature onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step, that creature enters the battlefield unblocked. See rule <a href=\"#rule-508-4d\">508.4d<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-3e\">506.3e<\/span><\/strong> If an effect would put a creature onto the battlefield blocking but the creature it would block isn\u2019t attacking the entering creature\u2019s controller, a planeswalker that player controls, or a battle that player protects, that creature does enter the battlefield, but it\u2019s never considered to be a blocking creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-3f\">506.3f<\/span><\/strong> If an effect would put a creature that\u2019s also a battle onto the battlefield attacking or blocking, that permanent enters the battlefield but it\u2019s never considered to be an attacking or blocking creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-3g\">506.3g<\/span><\/strong> If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-506-4\">506.4<\/a><\/strong>. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it\u2019s a planeswalker that\u2019s being attacked and stops being a planeswalker, if it\u2019s a battle that\u2019s being attacked and stops being a battle, or if it\u2019s an attacking or blocking creature that regenerates (see rule <a href=\"#rule-701-19\">701.19<\/a>), stops being a creature, or becomes a battle. A creature that\u2019s removed from combat stops being an attacking, blocking, blocked, and\/or unblocked creature. A planeswalker or battle that\u2019s removed from combat stops being attacked.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-4a\">506.4a<\/span><\/strong> Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don\u2019t remove the creature from combat.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-4b\">506.4b<\/span><\/strong> Tapping or untapping a creature that\u2019s already been declared as an attacker or blocker doesn\u2019t remove it from combat and doesn\u2019t prevent its combat damage.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-4c\">506.4c<\/span><\/strong> If a creature is attacking a planeswalker or battle, removing that planeswalker or battle from combat doesn\u2019t remove that creature from combat. It continues to be an attacking creature, although it is not attacking any player, planeswalker, or battle. It may be blocked. If it is unblocked, it will deal no combat damage.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-4d\">506.4d<\/span><\/strong> A permanent that\u2019s both a blocking creature and a planeswalker that\u2019s being attacked is removed from combat if it stops being both a creature and a planeswalker. If it stops being one of those card types but continues to be the other, it continues to be either a blocking creature or a planeswalker that\u2019s being attacked, whichever is appropriate.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-4e\">506.4e<\/span><\/strong> A permanent that\u2019s being attacked that is both a planeswalker and a battle is removed from combat if it stops being both a planeswalker and a battle. If it stops being a battle but is still a planeswalker, it is removed from combat only if it is not controlled by its protector. If it stops being a planeswalker but is still a battle, it is not removed from combat. It continues to be a battle that\u2019s being attacked.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-506-5\">506.5<\/a><\/strong>. A creature attacks alone if it\u2019s the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if it\u2019s attacking but no other creatures are. A creature blocks alone if it\u2019s the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if it\u2019s blocking but no other creatures are.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-506-6\">506.6<\/a><\/strong>. Some abilities check to see whether or not a creature \u201chad to attack\u201d during a particular combat phase. A creature had to attack if one or more effects were requiring that creature to attack at the time attackers were declared in that combat. A creature did not \u201chave to attack\u201d if there were no such effects that required it to attack, even if there were no other legal attacks that could have been declared. (See rule <a href=\"#rule-508\">508<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-506-7\">506.7<\/a><\/strong>. Some spells state that they may be cast \u201conly [before\/after] [a particular point in the combat phase],\u201d in which that point may be \u201cattackers are declared,\u201d \u201cblockers are declared,\u201d \u201cthe combat damage step,\u201d \u201cthe end of combat step,\u201d \u201cthe combat phase,\u201d or \u201ccombat.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-7a\">506.7a<\/span><\/strong> A spell that states it may be cast \u201conly before (or after) attackers are declared\u201d is referring to the turn-based action of declaring attackers. It may be cast only before (or after) the declare attackers step begins, regardless of whether any attackers are actually declared. (See rule <a href=\"#rule-508\">508<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-7b\">506.7b<\/span><\/strong> A spell that states it may be cast \u201conly before (or after) blockers are declared\u201d is referring to the turn-based action of declaring blockers. It may be cast only before (or after) the declare blockers step begins, regardless of whether any blockers are actually declared. (See rule <a href=\"#rule-509\">509<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-7c\">506.7c<\/span><\/strong> Some spells state that they may be cast only \u201cduring combat\u201d or \u201cduring a certain player\u2019s combat phase\u201d in addition to the criteria described in rule <a href=\"#rule-506-7\">506.7<\/a>. If a turn has multiple combat phases, such spells may be cast at an appropriate time during any of them.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-7d\">506.7d<\/span><\/strong> Some spells state that they may be cast \u201conly before (or after) [a particular point in the combat phase],\u201d but don\u2019t meet the additional criteria described in rule <a href=\"#rule-506-7c\">506.7c<\/a>. If a turn has multiple combat phases, such spells may be cast that turn only before (or after) the stated point of the first combat phase.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-7e\">506.7e<\/span><\/strong> If a spell states that it may be cast \u201conly before [a particular point in the combat phase],\u201d but the stated point doesn\u2019t exist within the relevant combat phase because the declare blockers step and the combat damage step are skipped (see rule <a href=\"#rule-508-8\">508.8<\/a>), then the spell may be cast only before the declare attackers step ends. If the stated point doesn\u2019t exist because the relevant combat phase has been skipped, then the spell may be cast only before the precombat main phase ends.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-7f\">506.7f<\/span><\/strong> If a spell states that it may be cast \u201conly during combat after blockers are declared,\u201d but the declare blockers step is skipped that combat phase (see rule <a href=\"#rule-508-8\">508.8<\/a>), then the spell may not be cast during that combat phase.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-506-7g\">506.7g<\/span><\/strong> Rules <a href=\"#rule-506-7\">506.7<\/a> and <a href=\"#rule-506-7a\">506.7a\u2013f<\/a> apply to abilities that state that they may be activated only at certain times with respect to combat just as they apply to spells that state that they may be cast only at certain times with respect to combat.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-507\"><\/p>\n<h4 id=\"rule-507\">507. Beginning of Combat Step<\/h4>\n<p><\/strong><strong><span id=\"rule-507-1\">507.1<\/a><\/strong>. First, if the game being played is a multiplayer game in which the active player\u2019s opponents don\u2019t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. This turn-based action doesn\u2019t use the stack. (See rule <a href=\"#rule-506-2\">506.2<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-507-2\">507.2<\/a><\/strong>. Second, the active player gets priority. (See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-508\"><\/p>\n<h4 id=\"rule-508\">508. Declare Attackers Step<\/h4>\n<p><\/strong><strong><span id=\"rule-508-1\">508.1<\/a><\/strong>. First, the active player declares attackers. This turn-based action doesn\u2019t use the stack. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule <a href=\"#rule-732\">732<\/a>, \u201cHandling Illegal Actions\u201d).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1a\">508.1a<\/span><\/strong> The active player chooses which creatures that they control, if any, will attack. The chosen creatures must be untapped, they can\u2019t also be battles, and each one must either have haste or have been controlled by the active player continuously since the turn began.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1b\">508.1b<\/span><\/strong> If the defending player controls any planeswalkers, is the protector of any battles, or the game allows the active player to attack multiple other players, the active player announces which player, planeswalker, or battle each of the chosen creatures is attacking.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1c\">508.1c<\/span><\/strong> The active player checks each creature they control to see whether it\u2019s affected by any restrictions (effects that say a creature can\u2019t attack, or that it can\u2019t attack unless some condition is met). If any restrictions are being disobeyed, the declaration of attackers is illegal.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls two creatures, each with a restriction that states \u201cThis creature can\u2019t attack alone.\u201d It\u2019s legal to declare both as attackers.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1d\">508.1d<\/span><\/strong> The active player checks each creature they control to see whether it\u2019s affected by any requirements (effects that say a creature attacks if able, or that it attacks if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of attackers is illegal. If a creature can\u2019t attack unless a player pays a cost, that player is not required to pay that cost, even if attacking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature attacks if able during a certain turn refers to a turn with multiple combat phases, the creature attacks if able during each declare attackers step in that turn.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls two creatures: one that \u201cattacks if able\u201d and one with no abilities. An effect states \u201cNo more than one creature can attack each turn.\u201d The only legal attack is for just the creature that \u201cattacks if able\u201d to attack. It\u2019s illegal to attack with the other creature, attack with both, or attack with neither.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1e\">508.1e<\/span><\/strong> If any of the chosen creatures have banding or a \u201cbands with other\u201d ability, the active player announces which creatures, if any, are banded with which. (See rule <a href=\"#rule-702-22\">702.22<\/a>, \u201cBanding.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1f\">508.1f<\/span><\/strong> The active player taps the chosen creatures. Tapping a creature when it\u2019s declared as an attacker isn\u2019t a cost; attacking simply causes creatures to become tapped.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1g\">508.1g<\/span><\/strong> If there are any optional costs to attack with the chosen creatures (expressed as costs a player may pay \u201cas\u201d a creature attacks), the active player chooses which, if any, they will pay.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1h\">508.1h<\/span><\/strong> If any of the chosen creatures require paying costs to attack, or if any optional costs to attack were chosen, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes \u201clocked in.\u201d If effects would change the total cost after this time, ignore this change.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1i\">508.1i<\/span><\/strong> If any of the costs require mana, the active player then has a chance to activate mana abilities (see rule <a href=\"#rule-605\">605<\/a>, \u201cMana Abilities\u201d).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1j\">508.1j<\/span><\/strong> Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1k\">508.1k<\/span><\/strong> Each chosen creature still controlled by the active player becomes an attacking creature. It remains an attacking creature until it\u2019s removed from combat or the combat phase ends, whichever comes first. See rule <a href=\"#rule-506-4\">506.4<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-1m\">508.1m<\/span><\/strong> Any abilities that trigger on attackers being declared trigger.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-508-2\">508.2<\/a><\/strong>. Second, the active player gets priority. (See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-2a\">508.2a<\/span><\/strong> Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and then that creature\u2019s characteristics change to match the ability\u2019s trigger condition.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A permanent has the ability \u201cWhenever a green creature attacks, destroy that creature at end of combat.\u201d If a blue creature attacks and is later turned green, the ability will not trigger.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-2b\">508.2b<\/span><\/strong> Any abilities that triggered on attackers being declared or that triggered during the process described in rules <a href=\"#rule-508-1\">508.1<\/a> are put onto the stack before the active player gets priority; the order in which they triggered doesn\u2019t matter. (See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-508-3\">508.3<\/a><\/strong>. Triggered abilities that trigger on attackers being declared may have different trigger conditions.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-3a\">508.3a<\/span><\/strong> An ability that reads \u201cWhenever [a creature] attacks, . . .\u201d triggers if that creature is declared as an attacker. Similarly, \u201cWhenever [a creature] attacks [a player, planeswalker, or battle], . . .\u201d triggers if that creature is declared as an attacker attacking that player or permanent. Such abilities won\u2019t trigger if a creature is put onto the battlefield attacking.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-3b\">508.3b<\/span><\/strong> An ability that reads \u201cWhenever [a player, planeswalker, or battle] is attacked, . . .\u201d triggers if one or more creatures are declared as attackers attacking that player or permanent. It won\u2019t trigger if a creature is put onto the battlefield attacking that player or permanent.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-3c\">508.3c<\/span><\/strong> An ability that reads \u201cWhenever [a player] attacks with [a creature], . . .\u201d triggers if a creature that player controls is declared as an attacker.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-3d\">508.3d<\/span><\/strong> An ability that reads \u201cWhenever [a player] attacks, . . .\u201d triggers if one or more creatures that player controls are declared as attackers.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-3e\">508.3e<\/span><\/strong> An ability that reads \u201cWhenever [a player] attacks [another player], . . .\u201d triggers if one or more creatures the first player controls are declared as attackers attacking the second player. It won\u2019t trigger if a creature is put onto the battlefield attacking or if a creature attacks a planeswalker or a battle.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-3f\">508.3f<\/span><\/strong> An ability that reads \u201cWhenever [a creature] attacks and isn\u2019t blocked, . . .\u201d triggers during the declare blockers step, not the declare attackers step. See rule <a href=\"#rule-509-3g\">509.3g<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-508-4\">508.4<\/a><\/strong>. If a creature is put onto the battlefield attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it\u2019s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it\u2019s attacking). Similarly, if an effect states that a creature is attacking, its controller chooses which defending player, planeswalker a defending player controls, or battle a defending player protects it\u2019s attacking (unless the effect has already specified). Such creatures are \u201cattacking\u201d but, for the purposes of trigger events and effects, they never \u201cattacked.\u201d They remain attacking creatures until they\u2019re removed from combat or the combat phase ends, whichever comes first.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-4a\">508.4a<\/span><\/strong> If the effect that puts a creature onto the battlefield attacking specifies it\u2019s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature is put onto the battlefield but is never considered an attacking creature. The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-4b\">508.4b<\/span><\/strong> If the effect that states a creature is attacking specifies it\u2019s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature doesn\u2019t become an attacking creature. The same is true if the effect specifies a creature is attacking a planeswalker or battle and, when the effect resolves, that permanent is no longer on the battlefield, is no longer a planeswalker or battle, is a planeswalker that is no longer controlled by a defending player, or is a battle that is no longer protected by a defending player.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-4c\">508.4c<\/span><\/strong> A creature that\u2019s put onto the battlefield attacking or that is stated to be attacking isn\u2019t affected by requirements or restrictions that apply to the declaration of attackers.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-4d\">508.4d<\/span><\/strong> A creature that\u2019s put onto the battlefield attacking during the declare blockers step, combat damage step, or end of combat step enters the battlefield as an unblocked creature. It remains unblocked until it is removed from combat, an effect says it becomes blocked, or the combat phase ends, whichever comes first.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-508-5\">508.5<\/a><\/strong>. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it\u2019s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it\u2019s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-5a\">508.5a<\/span><\/strong> In a multiplayer game, any rule, object, or effect that refers to a \u201cdefending player\u201d refers to one specific defending player, not to all of the defending players. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-508-6\">508.6<\/a><\/strong>. A player is \u201cattacking [a player]\u201d if the first player controls a creature that is attacking the second player. A player has \u201cattacked [a player]\u201d if the first player declared one or more creatures as attackers attacking the second player.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-508-7\">508.7<\/a><\/strong>. Some cards allow a player to reselect which player, planeswalker, or battle a creature is attacking.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-7a\">508.7a<\/span><\/strong> The attacking creature isn\u2019t removed from combat and it isn\u2019t considered to have attacked a second time. That creature is attacking the reselected player or permanent, but it\u2019s still considered to have attacked the player or permanent chosen as it was declared as an attacker.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-7b\">508.7b<\/span><\/strong> While reselecting which player, planeswalker, or battle a creature is attacking, that creature isn\u2019t affected by requirements or restrictions that apply to the declaration of attackers.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-7c\">508.7c<\/span><\/strong> The reselected player, planeswalker, or battle must be an opponent of the attacking creature\u2019s controller, a planeswalker controlled by an opponent of the attacking creature\u2019s controller, or a battle protected by an opponent of the attacking creature\u2019s controller.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-7d\">508.7d<\/span><\/strong> In a multiplayer game not using the attack multiple players option (see rule <a href=\"#rule-802\">802<\/a>), the reselected player, planeswalker, or battle must be the chosen defending player, a planeswalker controlled by that player, or a battle protected by that player.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-508-7e\">508.7e<\/span><\/strong> In a multiplayer game using the limited range of influence option (see rule <a href=\"#rule-801\">801<\/a>), the reselected player, planeswalker, or battle must be within the range of influence of the attacking creature\u2019s controller. In the case of a battle, the battle\u2019s protector must also be within the range of influence of the attacking creature\u2019s controller.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-508-8\">508.8<\/a><\/strong>. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-509\"><\/p>\n<h4 id=\"rule-509\">509. Declare Blockers Step<\/h4>\n<p><\/strong><strong><span id=\"rule-509-1\">509.1<\/a><\/strong>. First, the defending player declares blockers. This turn-based action doesn\u2019t use the stack. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule <a href=\"#rule-732\">732<\/a>, \u201cHandling Illegal Actions\u201d).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-1a\">509.1a<\/span><\/strong> The defending player chooses which creatures they control, if any, will block. The chosen creatures must be untapped and they can\u2019t also be battles. For each of the chosen creatures, the defending player chooses one creature for it to block that\u2019s attacking that player, a planeswalker they control, or a battle they protect.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-1b\">509.1b<\/span><\/strong> The defending player checks each creature they control to see whether it\u2019s affected by any restrictions (effects that say a creature can\u2019t block, or that it can\u2019t block unless some condition is met). If any restrictions are being disobeyed, the declaration of blockers is illegal.A restriction may be created by an evasion ability (a static ability an attacking creature has that restricts what can block it). If an attacking creature gains or loses an evasion ability after a legal block has been declared, it doesn\u2019t affect that block. Different evasion abilities are cumulative.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An attacking creature with flying and shadow can\u2019t be blocked by a creature with flying but without shadow.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-1c\">509.1c<\/span><\/strong> The defending player checks each creature they control to see whether it\u2019s affected by any requirements (effects that say a creature must block, or that it must block if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of blockers is illegal. If a creature can\u2019t block unless a player pays a cost, that player is not required to pay that cost, even if blocking with that creature would increase the number of requirements being obeyed. If a requirement that says a creature blocks if able during a certain turn refers to a turn with multiple combat phases, the creature blocks if able during each declare blockers step in that turn.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls one creature that \u201cblocks if able\u201d and another creature with no abilities. If a creature with menace attacks that player, the player must block with both creatures. Having only the first creature block violates the restriction created by menace (the attacking creature can\u2019t be blocked except by two or more creatures). Having only the second creature block violates both the menace restriction and the first creature\u2019s blocking requirement. Having neither creature block fulfills the restriction but not the requirement.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-1d\">509.1d<\/span><\/strong> If any of the chosen creatures require paying costs to block, the defending player determines the total cost to block. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes \u201clocked in.\u201d If effects would change the total cost after this time, ignore this change.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-1e\">509.1e<\/span><\/strong> If any of the costs require mana, the defending player then has a chance to activate mana abilities (see rule <a href=\"#rule-605\">605<\/a>, \u201cMana Abilities\u201d).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-1f\">509.1f<\/span><\/strong> Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-1g\">509.1g<\/span><\/strong> Each chosen creature still controlled by the defending player becomes a blocking creature. Each one is blocking the attacking creatures chosen for it. It remains a blocking creature until it\u2019s removed from combat or the combat phase ends, whichever comes first. See rule <a href=\"#rule-506-4\">506.4<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-1h\">509.1h<\/span><\/strong> An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature remains blocked even if all the creatures blocking it are removed from combat.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-1i\">509.1i<\/span><\/strong> Any abilities that trigger on blockers being declared trigger. See rule <a href=\"#rule-509-2a\">509.2a<\/a> for more information.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-509-2\">509.2<\/a><\/strong>. Second, the active player gets priority. (See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-2a\">509.2a<\/span><\/strong> Any abilities that triggered on blockers being declared or that triggered during the process described in rule <a href=\"#rule-509-1\">509.1<\/a> are put onto the stack before the active player gets priority; the order in which they triggered doesn\u2019t matter. (See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-509-3\">509.3<\/a><\/strong>. Triggered abilities that trigger on blockers being declared may have different trigger conditions.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-3a\">509.3a<\/span><\/strong> An ability that reads \u201cWhenever [a creature] blocks, . . .\u201d generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasn\u2019t a blocking creature at that time. (See rule <a href=\"#rule-509-1g\">509.1g<\/a>.) It won\u2019t trigger if the creature is put onto the battlefield blocking.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-3b\">509.3b<\/span><\/strong> An ability that reads \u201cWhenever [a creature] blocks a creature, . . .\u201d triggers once for each attacking creature the creature with the ability blocks. It triggers if the creature is declared as a blocker. It will also trigger if an effect causes that creature to block an attacking creature, but only if it wasn\u2019t already blocking that attacking creature at that time. It won\u2019t trigger if the creature is put onto the battlefield blocking.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-3c\">509.3c<\/span><\/strong> An ability that reads \u201cWhenever [a creature] becomes blocked, . . .\u201d generally triggers only once each combat for that creature, even if it\u2019s blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that\u2019s put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule <a href=\"#rule-509-1h\">509.1h<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-3d\">509.3d<\/span><\/strong> An ability that reads \u201cWhenever [a creature] becomes blocked by a creature, . . .\u201d triggers once for each creature that blocks the specified creature. It triggers if a creature is declared as a blocker for the attacking creature. It will also trigger if an effect causes a creature to block the attacking creature, but only if it wasn\u2019t already blocking that attacking creature at that time. In addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won\u2019t trigger if the creature becomes blocked by an effect rather than a creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-3e\">509.3e<\/span><\/strong> If an ability triggers when a creature blocks or becomes blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when blockers are declared. Effects that add or remove blockers can also cause such abilities to trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures as well.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-3f\">509.3f<\/span><\/strong> If an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point blockers are declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature\u2019s characteristics change to match the ability\u2019s trigger condition later on.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A creature has the ability \u201cWhenever this creature becomes blocked by a white creature, destroy that creature at end of combat.\u201d If the creature becomes blocked by a black creature that is later turned white, the ability will not trigger.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-3g\">509.3g<\/span><\/strong> An ability that reads \u201cWhenever [a creature] attacks and isn\u2019t blocked, . . .\u201d triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won\u2019t trigger if the attacking creature is blocked and then all its blockers are removed from combat.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-509-4\">509.4<\/a><\/strong>. If a creature is put onto the battlefield blocking, its controller chooses which attacking creature it\u2019s blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it\u2019s blocking). A creature put onto the battlefield this way is \u201cblocking\u201d but, for the purposes of trigger events and effects, it never \u201cblocked.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-4a\">509.4a<\/span><\/strong> If the effect that puts a creature onto the battlefield blocking specifies it\u2019s blocking a certain creature and that creature is no longer attacking, the creature is put onto the battlefield but is never considered a blocking creature. The same is true if the controller of the creature that\u2019s put onto the battlefield blocking isn\u2019t a defending player for the specified attacking creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-509-4b\">509.4b<\/span><\/strong> A creature that\u2019s put onto the battlefield blocking isn\u2019t affected by requirements or restrictions that apply to the declaration of blockers.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-510\"><\/p>\n<h4 id=\"rule-510\">510. Combat Damage Step<\/h4>\n<p><\/strong><strong><span id=\"rule-510-1\">510.1<\/a><\/strong>. First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn\u2019t use the stack. A player assigns a creature\u2019s combat damage according to the following rules:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-510-1a\">510.1a<\/span><\/strong> Each attacking creature and each blocking creature assigns combat damage equal to its power. Creatures that would assign 0 or less damage this way don\u2019t assign combat damage at all.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-510-1b\">510.1b<\/span><\/strong> An unblocked creature assigns its combat damage to the player, planeswalker, or battle it\u2019s attacking. If it isn\u2019t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-510-1c\">510.1c<\/span><\/strong> A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures divided as its controller chooses among them.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An attacking Elvish Regrower (a 4\/3 creature) is blocked by Vampire Spawn (a 2\/3 creature) and Helpful Hunter (a 1\/1 creature). Elvish Regrower\u2019s controller can assign all 4 damage to the Hunter, 1 damage to the Spawn and 3 damage to the Hunter, 2 damage to each creature, 3 damage to the Spawn and 1 damage to the Hunter, or all 4 damage to the Spawn.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-510-1d\">510.1d<\/span><\/strong> A blocking creature assigns combat damage to the creatures it\u2019s blocking. If it isn\u2019t currently blocking any creatures (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If it\u2019s blocking exactly one creature, it assigns all its combat damage to that creature. If it\u2019s blocking two or more creatures, it assigns its combat damage divided as its controller chooses among them.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-510-1e\">510.1e<\/span><\/strong> Once a player has assigned combat damage from each attacking or blocking creature they control, the total damage assignment (not solely the damage assignment of any individual attacking or blocking creature) is checked to see if it complies with the above rules. If it doesn\u2019t, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule <a href=\"#rule-732\">732<\/a>, \u201cHandling Illegal Actions.\u201d)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-510-2\">510.2<\/a><\/strong>. Second, all combat damage that\u2019s been assigned is dealt simultaneously. This turn-based action doesn\u2019t use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it\u2019s dealt.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-510-3\">510.3<\/a><\/strong>. Third, the active player gets priority. (See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-510-3a\">510.3a<\/span><\/strong> Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn\u2019t matter. (See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-510-4\">510.4<\/a><\/strong>. If at least one attacking or blocking creature has first strike (see rule <a href=\"#rule-702-7\">702.7<\/a>) or double strike (see rule <a href=\"#rule-702-4\">702.4<\/a>) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-511\"><\/p>\n<h4 id=\"rule-511\">511. End of Combat Step<\/h4>\n<p><\/strong><strong><span id=\"rule-511-1\">511.1<\/a><\/strong>. The end of combat step has no turn-based actions. Once it begins, the active player gets priority. (See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-511-2\">511.2<\/a><\/strong>. Abilities that trigger \u201cat end of combat\u201d trigger as the end of combat step begins. Effects that last \u201cuntil end of combat\u201d expire at the end of the combat phase.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-511-3\">511.3<\/a><\/strong>. As soon as the end of combat step ends, all creatures, battles, and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins (see rule <a href=\"#rule-505\">505<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-512\"><\/p>\n<h4 id=\"rule-512\">512. Ending Phase<\/h4>\n<p><\/strong><strong><span id=\"rule-512-1\">512.1<\/a><\/strong>. The ending phase consists of two steps: end and cleanup.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-513\"><\/p>\n<h4 id=\"rule-513\">513. End Step<\/h4>\n<p><\/strong><strong><span id=\"rule-513-1\">513.1<\/a><\/strong>. The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-513-1a\">513.1a<\/span><\/strong> Previously, abilities that triggered at the beginning of the end step were printed with the trigger condition \u201cat end of turn.\u201d Cards that were printed with that text have received errata in the Oracle card reference to say \u201cat the beginning of the end step\u201d or \u201cat the beginning of the next end step.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-513-2\">513.2<\/a><\/strong>. If a permanent with an ability that triggers \u201cat the beginning of the end step\u201d enters the battlefield during this step, that ability won\u2019t trigger until the next turn\u2019s end step. Likewise, if a delayed triggered ability that triggers \u201cat the beginning of the next end step\u201d is created during this step, that ability won\u2019t trigger until the next turn\u2019s end step. In other words, the step doesn\u2019t \u201cback up\u201d so those abilities can go on the stack. This rule applies only to triggered abilities; it doesn\u2019t apply to continuous effects whose durations say \u201cuntil end of turn\u201d or \u201cthis turn.\u201d (See rule <a href=\"#rule-514\">514<\/a>, \u201cCleanup Step.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-514\"><\/p>\n<h4 id=\"rule-514\">514. Cleanup Step<\/h4>\n<p><\/strong><strong><span id=\"rule-514-1\">514.1<\/a><\/strong>. First, if the active player\u2019s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. This turn-based action doesn\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-514-2\">514.2<\/a><\/strong>. Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all \u201cuntil end of turn\u201d and \u201cthis turn\u201d effects end. This turn-based action doesn\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-514-3\">514.3<\/a><\/strong>. Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-514-3a\">514.3a<\/span><\/strong> At this point, the game checks to see if any state-based actions would be performed and\/or any triggered abilities are waiting to be put onto the stack (including those that trigger \u201cat the beginning of the next cleanup step\u201d). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.<\/li>\n<\/ul><\/div>\n<h3 id=\"section-6\">6. Spells, Abilities, and Effects<\/h3>\n<p><strong><span id=\"rule-600\"><\/p>\n<h4 id=\"rule-600\">600. General<\/h4>\n<p><\/strong><strong><span id=\"rule-601\"><\/p>\n<h4 id=\"rule-601\">601. Casting Spells<\/h4>\n<p><\/strong><strong><span id=\"rule-601-1\">601.1<\/a><\/strong>. Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as \u201cplaying\u201d that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to \u201ccasting\u201d that spell or that card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-1a\">601.1a<\/span><\/strong> Some effects still refer to \u201cplaying\u201d a card. \u201cPlaying a card\u201d means playing that card as a land or casting that card as a spell, whichever is appropriate.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-601-2\">601.2<\/a><\/strong>. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules <a href=\"#rule-601-2a\">601.2a\u2013d<\/a>) and determination and payment of costs (rules <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule <a href=\"#rule-601-3\">601.3<\/a>). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule <a href=\"#rule-732\">732<\/a>, \u201cHandling Illegal Actions\u201d).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-2a\">601.2a<\/span><\/strong> To propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. Any continuous effects that modify the characteristics of the spell as you start casting it begin as it is put on the stack (see rule <a href=\"#rule-611-2f\">611.2f<\/a>). Any one-shot effects that cause the spell to gain abilities as you cast it apply as it is put on the stack (see rule <a href=\"#rule-610-5\">610.5<\/a>). The spell remains on the stack until it resolves, it\u2019s countered, or a rule or effect moves it elsewhere.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-2b\">601.2b<\/span><\/strong> If the spell is modal, the player announces the mode choice (see rule <a href=\"#rule-700-2\">700.2<\/a>). If the player wishes to splice any cards onto the spell (see rule <a href=\"#rule-702-47\">702.47<\/a>), they reveal those cards in their hand. If the spell has alternative or additional costs that will be paid as it\u2019s being cast such as buyback or kicker costs (see rules <a href=\"#rule-118-8\">118.8<\/a> and <a href=\"#rule-118-9\">118.9<\/a>), the player announces their intentions to pay any or all of those costs (see rule <a href=\"#rule-601-2f\">601.2f<\/a>). A player can\u2019t apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it\u2019s being cast (such as an {X} in its mana cost; see rule <a href=\"#rule-107-3\">107.3<\/a>), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend to pay 2 life or a corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player\u2019s options when making these choices.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-2c\">601.2c<\/span><\/strong> The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce those targets. In some cases, the number of targets will be defined by the spell\u2019s text. Once the number of targets the spell has is determined, that number doesn\u2019t change, even if the information used to determine the number of targets does. The same target can\u2019t be chosen multiple times for any one instance of the word \u201ctarget\u201d on the spell. However, if the spell uses the word \u201ctarget\u201d in multiple places, the same object or player can be chosen once for each instance of the word \u201ctarget\u201d (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that they obey the maximum possible number of such effects without violating any rules or effects that say that an object or player can\u2019t be chosen as a target. The chosen objects and\/or players each become a target of that spell. (Any abilities that trigger when those objects and\/or players become the target of a spell trigger at this point; they\u2019ll wait to be put on the stack until the spell has finished being cast.)<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If a spell says \u201cTap two target creatures,\u201d then the same creature can\u2019t be chosen twice; the spell requires two different legal targets. A spell that says \u201cDestroy target artifact and target land,\u201d however, can target the same artifact land twice because it uses the word \u201ctarget\u201d in multiple places.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-2d\">601.2d<\/span><\/strong> If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-2e\">601.2e<\/span><\/strong> The game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule <a href=\"#rule-732\">732<\/a>, \u201cHandling Illegal Actions\u201d).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-2f\">601.2f<\/span><\/strong> The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule <a href=\"#rule-601-2b\">601.2b<\/a>), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can\u2019t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes \u201clocked in.\u201d If effects would change the total cost after this time, they have no effect.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-2g\">601.2g<\/span><\/strong> If the total cost includes a mana payment, the player then has a chance to activate mana abilities (see rule <a href=\"#rule-605\">605<\/a>, \u201cMana Abilities\u201d). Mana abilities must be activated before costs are paid.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-2h\">601.2h<\/span><\/strong> The player pays the total cost. First, they pay all costs that don\u2019t involve random elements or moving objects from the library to a public zone, in any order. Then they pay all remaining costs in any order. Partial payments are not allowed. Unpayable costs can\u2019t be paid.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> You cast Altar\u2019s Reap, which costs {1}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to cast. Because a spell\u2019s total cost is \u201clocked in\u201d before payments are actually made, you pay {B}, not {1}{B}, even though you\u2019re sacrificing the Familiar.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-2i\">601.2i<\/span><\/strong> Once the steps described in <a href=\"#rule-601-2a\">601.2a\u2013h<\/a> are completed, effects that modify the characteristics of the spell as it\u2019s cast are applied, then the spell becomes cast. Any abilities that trigger when a spell is cast or put onto the stack trigger at this time. If the spell\u2019s controller had priority before casting it, they get priority.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-601-3\">601.3<\/a><\/strong>. A player can begin to cast a spell only if a rule or effect allows that player to cast it and no rule or effect prohibits that player from casting it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-3a\">601.3a<\/span><\/strong> If an effect prohibits a player from casting a spell with certain qualities, that player may consider any choices to be made during that spell\u2019s proposal that may cause those qualities to change. If any such choices could cause that effect to no longer prohibit that player from casting that spell, the player may begin to cast the spell, ignoring the effect.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls Void Winnower, which reads, in part, \u201cYour opponents can\u2019t cast spells with even mana values.\u201d That player\u2019s opponent may begin to cast Rolling Thunder, a card whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spell\u2019s mana value to become odd.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-3b\">601.3b<\/span><\/strong> If an effect allows a player to cast a spell with certain qualities as though it had flash, that player may consider any choices to be made during that spell\u2019s proposal that may cause that spell\u2019s qualities to change. If any such choices could cause that effect to apply, that player may begin to cast that spell as though it had flash.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An effect says that you may cast Aura spells as though they had flash, and you have a creature card with bestow in your hand. Because choosing the bestow ability\u2019s alternative cost causes that spell to become an Aura spell, you may legally begin to cast that spell as though it had flash.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-3c\">601.3c<\/span><\/strong> If an effect allows a player to cast a spell as though it had flash only if an alternative or additional cost is paid, that player may begin to cast that spell as though it had flash.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-3d\">601.3d<\/span><\/strong> If a spell would have flash only if certain conditions are met, its controller may begin to cast that spell as though it had flash if those conditions are met.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-3e\">601.3e<\/span><\/strong> Some rules and effects state that an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast. These alternative characteristics replace the object\u2019s characteristics for this determination. Continuous effects that would apply to that object once it has those characteristics are also considered.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Garruk\u2019s Horde says, in part, \u201cYou may cast creature spells from the top of your library.\u201d If you control Garruk\u2019s Horde and the top card of your library is a noncreature card with morph, you may cast it using its morph ability.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Melek, Izzet Paragon says, in part, \u201cYou may cast instant and sorcery spells from the top of your library.\u201d If you control Melek, Izzet Paragon and the top card of your library is Giant Killer, an adventurer creature card whose Adventure is an instant named Chop Down, you may cast Chop Down but not Giant Killer. If instead you control Garruk\u2019s Horde and the top card of your library is Giant Killer, you may cast Giant Killer but not Chop Down.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-3f\">601.3f<\/span><\/strong> Some effects allow a player to cast a spell with certain qualities from among face-down cards in exile. A player may begin to cast such a spell only if they can look at the face-down card in exile.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-601-4\">601.4<\/a><\/strong>. While announcing the choices of any modes, alternative costs, and\/or additional costs as described in rule <a href=\"#rule-601-2b\">601.2b<\/a>, some options may be available to a player only if other choices are made that would normally be made later in that rule\u2019s instructions. In that case, the spell\u2019s controller may consider any other choices to be made in that step. If any such choices could allow them to choose a particular mode, alternative cost, or additional cost, they may do so.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Inscription of Abundance is a modal spell with kicker and the text \u201cChoose one. If this spell was kicked, choose any number instead.\u201d When announcing the chosen modes for the spell, its controller may choose any number of modes, even though choosing to pay the kicker cost is normally done later in the announcement process.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-601-5\">601.5<\/a><\/strong>. If a player is no longer allowed to cast a spell after completing its proposal (see rules <a href=\"#rule-601-2a\">601.2a\u2013d<\/a>), the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule <a href=\"#rule-732\">732<\/a>, \u201cHandling Illegal Actions\u201d). It doesn\u2019t matter if a rule or effect would make the casting of the spell illegal while determining and paying that spell\u2019s costs (see rules <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>) or any time after the spell has been cast.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-5a\">601.5a<\/span><\/strong> Once a player has begun casting a spell that had flash because certain conditions were met or that could be cast as though it had flash because certain conditions were met (see <a href=\"#rule-601-3d\">601.3d<\/a>), they may continue to cast that spell as though it had flash even if those conditions stop being met.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-601-6\">601.6<\/a><\/strong>. Some spells specify that one of their controller\u2019s opponents does something the controller would normally do while it\u2019s being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell\u2019s controller normally would do so.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-6a\">601.6a<\/span><\/strong> If there is more than one opponent who could make such a choice, the spell\u2019s controller decides which of those opponents will make the choice.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-601-6b\">601.6b<\/span><\/strong> If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell\u2019s controller goes first, then the other player. This is an exception to rule <a href=\"#rule-101-4\">101.4<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-601-7\">601.7<\/a><\/strong>. Casting a spell that alters costs won\u2019t affect spells and abilities that are already on the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-602\"><\/p>\n<h4 id=\"rule-602\">602. Activating Activated Abilities<\/h4>\n<p><\/strong><strong><span id=\"rule-602-1\">602.1<\/a><\/strong>. Activated abilities have a cost and an effect. They are written as \u201c[Cost]: [Effect.] [Activation instructions (if any).]\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-1a\">602.1a<\/span><\/strong> The activation cost is everything before the colon (:). An ability\u2019s activation cost must be paid by the player who is activating it.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The activation cost of an ability that reads \u201c{2}, {T}: You gain 1 life\u201d is two mana of any type plus tapping the permanent that has the ability.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-1b\">602.1b<\/span><\/strong> Some text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability\u2019s effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability\u2019s effect.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-1c\">602.1c<\/span><\/strong> An activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-1d\">602.1d<\/span><\/strong> Previously, the action of using an activated ability was referred to on cards as \u201cplaying\u201d that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to \u201cactivating\u201d that ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-1e\">602.1e<\/span><\/strong> If a spell or ability that refers to the \u201cactivation cost\u201d of an ability modifies how a player may pay that cost, that modification applies to the total cost of that ability, even if that cost is increased and\/or decreased by other effects. See rules <a href=\"#rule-602-2b\">602.2b<\/a> and <a href=\"#rule-601-2f\">601.2f<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-602-2\">602.2<\/a><\/strong>. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object\u2019s controller (or its owner, if it doesn\u2019t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule <a href=\"#rule-732\">732<\/a>, \u201cHandling Illegal Actions\u201d). Announcements and payments can\u2019t be altered after they\u2019ve been made.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-2a\">602.2a<\/span><\/strong> The player announces that they are activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed (see rule <a href=\"#rule-701-20a\">701.20a<\/a>). That ability is created on the stack as an object that\u2019s not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it\u2019s countered, it resolves, or an effect moves it elsewhere.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-2b\">602.2b<\/span><\/strong> The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules <a href=\"#rule-601-2b\">601.2b\u2013i<\/a>. Those rules apply to activating an ability just as they apply to casting a spell. An activated ability\u2019s analog to a spell\u2019s mana cost (as referenced in rule <a href=\"#rule-601-2f\">601.2f<\/a>) is its activation cost.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-602-3\">602.3<\/a><\/strong>. Some abilities specify that one of their controller\u2019s opponents does something the controller would normally do while it\u2019s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability\u2019s controller normally would do so.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-3a\">602.3a<\/span><\/strong> If there is more than one opponent who could make such a choice, the ability\u2019s controller decides which of those opponents will make the choice.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-3b\">602.3b<\/span><\/strong> If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability\u2019s controller goes first, then the other player. This is an exception to rule <a href=\"#rule-101-4\">101.4<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-602-4\">602.4<\/a><\/strong>. Activating an ability that alters costs won\u2019t affect spells and abilities that are already on the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-602-5\">602.5<\/a><\/strong>. A player can\u2019t begin to activate an ability that\u2019s prohibited from being activated.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-5a\">602.5a<\/span><\/strong> A creature\u2019s activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost can\u2019t be activated unless the creature has been under its controller\u2019s control since the start of their most recent turn. Ignore this rule for creatures with haste (see rule <a href=\"#rule-702-10\">702.10<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-5b\">602.5b<\/span><\/strong> If an activated ability has a restriction on its use (for example, \u201cActivate only once each turn\u201d), the restriction continues to apply to that object even if its controller changes.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-5c\">602.5c<\/span><\/strong> If an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn\u2019t apply to other, identically worded abilities.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-5d\">602.5d<\/span><\/strong> Activated abilities that read \u201cActivate only as a sorcery\u201d mean the player must follow the timing rules for casting a sorcery spell, though the ability isn\u2019t actually a sorcery. The player doesn\u2019t actually need to have a sorcery card that they could cast.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-602-5e\">602.5e<\/span><\/strong> Activated abilities that read \u201cActivate only as an instant\u201d mean the player must follow the timing rules for casting an instant spell, though the ability isn\u2019t actually an instant. The player doesn\u2019t actually need to have an instant card that they could cast.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-603\"><\/p>\n<h4 id=\"rule-603\">603. Handling Triggered Abilities<\/h4>\n<p><\/strong><strong><span id=\"rule-603-1\">603.1<\/a><\/strong>. Triggered abilities have a trigger condition and an effect. They are written as \u201c[When\/Whenever\/At] [trigger condition or event], [effect]. [Instructions (if any).]\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-1a\">603.1a<\/span><\/strong> A triggered ability may include instructions after its effects that limit what the ability may target or state that it can\u2019t be countered. This text is not part of the ability\u2019s effect. It functions while the ability is on the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-1b\">603.1b<\/span><\/strong> A triggered ability may have more than one trigger condition, and an instruction that refers to whether \u201call\u201d of those conditions have happened during a particular period. This refers to whether or not all of those conditions have occurred during that period, regardless of whether that ability has triggered based on those conditions.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-603-2\">603.2<\/a><\/strong>. Whenever a game event or game state matches a triggered ability\u2019s trigger event, that ability automatically triggers. The ability doesn\u2019t do anything at this point.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-2a\">603.2a<\/span><\/strong> Because they aren\u2019t cast or activated, triggered abilities can trigger even when it isn\u2019t legal to cast spells and activate abilities. Effects that preclude abilities from being activated don\u2019t affect them.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-2b\">603.2b<\/span><\/strong> When a phase or step begins, all abilities that trigger \u201cat the beginning of\u201d that phase or step trigger.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-2c\">603.2c<\/span><\/strong> An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A permanent has an ability whose trigger condition reads, \u201cWhenever a land is put into a graveyard from the battlefield, . . . .\u201d If someone casts a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell\u2019s resolution.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-2d\">603.2d<\/span><\/strong> An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn\u2019t invoke itself repeatedly and doesn\u2019t apply to other effects that affect how many times an ability triggers. An effect that states a triggered ability of an object triggers additional times refers only to triggered abilities that object has, not to any delayed or reflexive triggered abilities (see rule <a href=\"#rule-603-7\">603.7<\/a> and rule <a href=\"#rule-603-12\">603.12<\/a>) that may be created by abilities the object has.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-2e\">603.2e<\/span><\/strong> Some trigger events use the word \u201cbecomes\u201d (for example, \u201cbecomes attached\u201d or \u201cbecomes blocked\u201d). These trigger only at the time the named event happens\u2014they don\u2019t trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent \u201cbecomes tapped\u201d or \u201cbecomes untapped\u201d doesn\u2019t trigger if the permanent enters the battlefield in that state.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An ability that triggers when a permanent \u201cbecomes tapped\u201d triggers only when the status of a permanent that\u2019s already on the battlefield changes from untapped to tapped.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-2f\">603.2f<\/span><\/strong> If a triggered ability\u2019s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-2g\">603.2g<\/span><\/strong> An ability triggers only if its trigger event actually occurs. An event that\u2019s prevented or replaced won\u2019t trigger anything.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An ability that triggers on damage being dealt won\u2019t trigger if all the damage is prevented.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-2h\">603.2h<\/span><\/strong> A triggered ability may have an instruction followed by \u201cDo this only once each turn.\u201d This ability triggers only if its source\u2019s controller has not yet taken the indicated action that turn.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-603-3\">603.3<\/a><\/strong>. Once an ability has triggered, its controller puts it on the stack as an object that\u2019s not a card the next time a player would receive priority. See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it\u2019s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-3a\">603.3a<\/span><\/strong> A triggered ability is controlled by the player who controlled its source at the time it triggered, unless it\u2019s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules <a href=\"#rule-603-7d\">603.7d\u2013f<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-3b\">603.3b<\/span><\/strong> If multiple abilities have triggered since the last time a player received priority, the abilities are placed on the stack in a two-part process. First, each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn\u2019t another ability triggering on the stack in any order they choose. (See rule <a href=\"#rule-101-4\">101.4<\/a>.) Second, each player, in APNAP order, puts all remaining triggered abilities they control on the stack in any order they choose. Then the game once again checks for and performs state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-3c\">603.3c<\/span><\/strong> If a triggered ability is modal, its controller announces the mode choice when putting the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can\u2019t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule <a href=\"#rule-700-2\">700.2<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-3d\">603.3d<\/span><\/strong> The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules <a href=\"#rule-601-2c\">601.2c\u2013d<\/a>. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-603-4\">603.4<\/a><\/strong>. A triggered ability may read \u201cWhen\/Whenever\/At [trigger event], if [condition], [effect].\u201d When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn\u2019t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the \u201cintervening \u2018if\u2019 clause\u201d rule. (The word \u201cif\u201d has only its normal English meaning anywhere else in the text of a card; this rule only applies to an \u201cif\u201d that immediately follows a trigger condition.)<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Felidar Sovereign reads, \u201cAt the beginning of your upkeep, if you have 40 or more life, you win the game.\u201d Its controller\u2019s life total is checked as that player\u2019s upkeep begins. If that player has 39 or less life, the ability doesn\u2019t trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that player\u2019s life total is checked again. If that player has 39 or less life at this time, the ability is removed from the stack and has no effect. If that player has 40 or more life at this time, the ability resolves and that player wins the game.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-603-5\">603.5<\/a><\/strong>. Some triggered abilities\u2019 effects are optional (they contain \u201cmay,\u201d as in \u201cAt the beginning of your upkeep, you may draw a card\u201d). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability\u2019s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect \u201cunless\u201d something is true or a player chooses to do something will go on the stack normally; the \u201cunless\u201d part of the ability is dealt with when the ability resolves.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-603-6\">603.6<\/a><\/strong>. Trigger events that involve objects changing zones are called \u201czone-change triggers.\u201d Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object 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\u2019s hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-6a\">603.6a<\/span><\/strong> Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, \u201cWhen [this object] enters, . . . \u201c or \u201cWhenever a [type] enters, . . .\u201d Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-6b\">603.6b<\/span><\/strong> Continuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don\u2019t apply before the permanent is on the battlefield, however (see rule <a href=\"#rule-603-6d\">603.6d<\/a>).<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If an effect reads \u201cAll lands are creatures\u201d and a land card is played, the effect makes the land card into a creature the moment it enters the battlefield, so it would trigger abilities that trigger when a creature enters the battlefield. Conversely, if an effect reads \u201cAll creatures lose all abilities\u201d and a creature card with an enters-the-battlefield triggered ability enters the battlefield, that effect will cause it to lose its abilities the moment it enters the battlefield, so the enters-the-battlefield ability won\u2019t trigger.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-6c\">603.6c<\/span><\/strong> Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren\u2019t limited to, \u201cWhen [this object] leaves the battlefield, . . .\u201d or \u201cWhenever [something] is put into a graveyard from the battlefield, . . . .\u201d (See also rule <a href=\"#rule-603-10\">603.10<\/a>.) An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone \u201cfrom anywhere\u201d is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-6d\">603.6d<\/span><\/strong> Some permanents have text that reads \u201c[This permanent] enters with . . . ,\u201d \u201cAs [this permanent] enters . . . ,\u201d \u201c[This permanent] enters as . . . ,\u201d or \u201c[This permanent] enters tapped.\u201d Such text is a static ability\u2014not a triggered ability\u2014whose effect occurs as part of the event that puts the permanent onto the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-6e\">603.6e<\/span><\/strong> Some Auras have triggered abilities that trigger on the enchanted permanent leaving the battlefield. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner\u2019s graveyard after state-based actions have been checked. See rule <a href=\"#rule-400-7\">400.7<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-603-7\">603.7<\/a><\/strong>. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain \u201cwhen,\u201d \u201cwhenever,\u201d or \u201cat,\u201d although that word won\u2019t usually begin the ability.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-7a\">603.7a<\/span><\/strong> Delayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. A delayed triggered ability won\u2019t 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.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Part of an effect reads \u201cWhen this creature leaves the battlefield,\u201d but the creature in question leaves the battlefield before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If an effect reads \u201cWhen this creature becomes untapped\u201d and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-7b\">603.7b<\/span><\/strong> A delayed triggered ability will trigger only once\u2014the next time its trigger event occurs\u2014unless it has a stated duration, such as \u201cthis turn.\u201d If its trigger event occurs more than once simultaneously and the ability doesn\u2019t have a stated duration, the controller of the delayed triggered ability chooses which event causes the ability to trigger.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-7c\">603.7c<\/span><\/strong> A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. However, if that object is no longer in the zone it\u2019s expected to be in at the time the delayed triggered ability resolves, the ability won\u2019t affect it. (Note that if that object left that zone and then returned, it\u2019s a new object and thus won\u2019t be affected. See rule <a href=\"#rule-400-7\">400.7<\/a>.)<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An ability that reads \u201cExile this creature at the beginning of the next end step\u201d will exile the permanent even if it\u2019s no longer a creature during the next end step. However, it won\u2019t do anything if the permanent left the battlefield before then.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-7d\">603.7d<\/span><\/strong> If a spell creates a delayed triggered ability, the source of that delayed triggered ability is that spell. The controller of that delayed triggered ability is the player who controlled that spell as it resolved.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-7e\">603.7e<\/span><\/strong> If an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-7f\">603.7f<\/span><\/strong> If a static ability generates a replacement effect which causes a delayed triggered ability to be created, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the replacement effect was applied.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-7g\">603.7g<\/span><\/strong> If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the action was taken.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-7h\">603.7h<\/span><\/strong> An activated or triggered ability may create a delayed triggered ability that triggers when the ability that created it has resolved a certain number of times in a turn. In that case, that delayed triggered ability is created only once, during the appropriate resolution of that ability.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-603-8\">603.8<\/a><\/strong>. Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They\u2019ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren\u2019t the same as state-based actions.) A state-triggered ability doesn\u2019t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A permanent\u2019s ability reads, \u201cWhenever you have no cards in hand, draw a card.\u201d If its controller plays the last card from their hand, the ability will trigger once and won\u2019t trigger again until it has left the stack. If its controller casts a spell that reads \u201cDiscard your hand, then draw that many cards,\u201d the ability will trigger during the spell\u2019s resolution because the player\u2019s hand was momentarily empty.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-603-9\">603.9<\/a><\/strong>. Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason, unless that player leaves the game as the result of a draw. See rule <a href=\"#rule-104-3\">104.3<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-603-10\">603.10<\/a><\/strong>. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game \u201clooks back in time\u201d to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-10a\">603.10a<\/span><\/strong> Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Two creatures are on the battlefield along with an artifact that has the ability \u201cWhenever a creature dies, you gain 1 life.\u201d Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifact\u2019s ability triggers twice, even though the artifact goes to its owner\u2019s graveyard at the same time as the creatures.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-10b\">603.10b<\/span><\/strong> Abilities that trigger when a permanent phases out look back in time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-10c\">603.10c<\/span><\/strong> Abilities that trigger specifically when an object becomes unattached look back in time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-10d\">603.10d<\/span><\/strong> Abilities that trigger when a player loses control of an object or when a player\u2019s opponent gains control of an object from that player look back in time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-10e\">603.10e<\/span><\/strong> Abilities that trigger when a spell is countered look back in time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-10f\">603.10f<\/span><\/strong> Abilities that trigger when a player loses the game look back in time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-10g\">603.10g<\/span><\/strong> Abilities that trigger when a player planeswalks away from a plane look back in time.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-603-11\">603.11<\/a><\/strong>. Some objects have a static ability that\u2019s linked to one or more triggered abilities. (See rule <a href=\"#rule-607\">607<\/a>, \u201cLinked Abilities.\u201d) These objects combine the abilities into one paragraph, with the static ability first, followed by each triggered ability that\u2019s linked to it. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An ability that reads \u201cReveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card\u201d is a static ability linked to a triggered ability.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-603-12\">603.12<\/a><\/strong>. A resolving spell or ability may allow or instruct a player to take an action and create a triggered ability that triggers \u201cwhen [a player] [does or doesn\u2019t]\u201d take that action or \u201cwhen [something happens] this way.\u201d These reflexive triggered abilities follow the rules for delayed triggered abilities (see rule <a href=\"#rule-603-7\">603.7<\/a>), except that they\u2019re checked immediately after being created and trigger based on whether the trigger event or events occurred earlier during the resolution of the spell or ability that created them.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Heart-Piercer Manticore has an ability that reads \u201cWhen this creature enters, you may sacrifice another creature. When you do, this creature deals damage equal to that creature\u2019s power to any target.\u201d The reflexive triggered ability triggers only when you sacrifice another creature due to the original triggered ability, and not if you sacrifice a creature for any other reason.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-603-12a\">603.12a<\/span><\/strong> Normally, if the trigger event or events occur multiple times during the resolution of the spell or ability that created it, the reflexive triggered ability will trigger once for each of those times. However, if a resolving spell or ability includes a choice to pay a cost \u201cany number of times\u201d and creates a triggered ability that triggers \u201cwhen [a player] pays [that cost] one or more times,\u201d paying that cost one or more times causes the reflexive triggered ability to trigger only once.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-604\"><\/p>\n<h4 id=\"rule-604\">604. Handling Static Abilities<\/h4>\n<p><\/strong><strong><span id=\"rule-604-1\">604.1<\/a><\/strong>. Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they\u2019re simply true.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-604-2\">604.2<\/a><\/strong>. Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule <a href=\"#rule-113-6\">113.6<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-604-3\">604.3<\/a><\/strong>. Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an object\u2019s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power\/toughness box). Characteristic-defining abilities can add to or override information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game and before the game begins.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-604-3a\">604.3a<\/span><\/strong> A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object\u2019s colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-604-4\">604.4<\/a><\/strong>. Many Auras, Equipment, and Fortifications have static abilities that modify the object they\u2019re attached to, but those abilities don\u2019t target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-604-5\">604.5<\/a><\/strong>. 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 \u201cAs an additional cost to cast . . . ,\u201d \u201cYou may pay [cost] rather than pay [this object]\u2019s mana cost,\u201d and \u201cYou may cast [this object] without paying its mana cost\u201d work while a spell is on the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-604-6\">604.6<\/a><\/strong>. Some static abilities apply while a card is in any zone that you could cast or play it from (usually your hand). These are limited to those that read, \u201cYou may [cast\/play] [this card] . . . ,\u201d \u201cYou can\u2019t [cast\/play] [this card] . . . ,\u201d and \u201c[Cast\/Play] [this card] only . . . .\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-604-7\">604.7<\/a><\/strong>. Unlike spells and other kinds of abilities, static abilities can\u2019t use an object\u2019s last known information for purposes of determining how their effects are applied.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-605\"><\/p>\n<h4 id=\"rule-605\">605. Mana Abilities<\/h4>\n<p><\/strong><strong><span id=\"rule-605-1\">605.1<\/a><\/strong>. Some activated abilities and some triggered abilities are mana abilities, which are subject to special rules. Only abilities that meet either of the following two sets of criteria are mana abilities, regardless of what other effects they may generate or what timing restrictions (such as \u201cActivate only as an instant\u201d) they may have.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-605-1a\">605.1a<\/span><\/strong> An activated ability is a mana ability if it meets all of the following criteria: it doesn\u2019t require a target (see rule <a href=\"#rule-115-6\">115.6<\/a>), it could add mana to a player\u2019s mana pool when it resolves, and it\u2019s not a loyalty ability. (See rule <a href=\"#rule-606\">606<\/a>, \u201cLoyalty Abilities.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-605-1b\">605.1b<\/span><\/strong> A triggered ability is a mana ability if it meets all of the following criteria: it doesn\u2019t require a target (see rule <a href=\"#rule-115-6\">115.6<\/a>), it triggers from the activation or resolution of an activated mana ability (see rule <a href=\"#rule-605-1a\">605.1a<\/a>) or from mana being added to a player\u2019s mana pool, and it could add mana to a player\u2019s mana pool when it resolves.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-605-2\">605.2<\/a><\/strong>. A mana ability remains a mana ability even if the game state doesn\u2019t allow it to produce mana.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A permanent has an ability that reads \u201c{T}: Add {G} for each creature you control.\u201d The ability is still a mana ability even if you control no creatures or if the permanent is already tapped.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-605-3\">605.3<\/a><\/strong>. Activating an activated mana ability follows the rules for activating any other activated ability (see rule <a href=\"#rule-602-2\">602.2<\/a>), with the following exceptions:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-605-3a\">605.3a<\/span><\/strong> A player may activate an activated mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment, even if it\u2019s in the middle of casting or resolving a spell or activating or resolving an ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-605-3b\">605.3b<\/span><\/strong> An activated mana ability doesn\u2019t go on the stack, so it can\u2019t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule <a href=\"#rule-405-6c\">405.6c<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-605-3c\">605.3c<\/span><\/strong> Once a player begins to activate a mana ability, that ability can\u2019t be activated again until it has resolved.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-605-4\">605.4<\/a><\/strong>. Triggered mana abilities follow all the rules for other triggered abilities (see rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities\u201d), with the following exception:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-605-4a\">605.4a<\/span><\/strong> A triggered mana ability doesn\u2019t go on the stack, so it can\u2019t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after the mana ability that triggered it, without waiting for priority.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An enchantment reads, \u201cWhenever a player taps a land for mana, that player adds one mana of any type that land produced.\u201d If a player taps lands for mana while casting a spell, the additional mana is added immediately and can be used to pay for the spell.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-605-5\">605.5<\/a><\/strong>. Abilities that don\u2019t meet the criteria specified in rules <a href=\"#rule-605-1a\">605.1a\u2013b<\/a> and spells aren\u2019t mana abilities.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-605-5a\">605.5a<\/span><\/strong> An ability with a target is not a mana ability, even if it could put mana into a player\u2019s mana pool when it resolves. The same is true for a triggered ability that could produce mana but triggers from an event other than activating a mana ability, or a triggered ability that triggers from activating a mana ability but couldn\u2019t produce mana. These follow the normal rules for activated or triggered abilities, as appropriate.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-605-5b\">605.5b<\/span><\/strong> A spell can never be a mana ability, even if it could put mana into a player\u2019s mana pool when it resolves. It\u2019s cast and resolves just like any other spell. Some older cards were printed with the card type \u201cmana source\u201d; these cards have received errata in the Oracle card reference and are now instants.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-606\"><\/p>\n<h4 id=\"rule-606\">606. Loyalty Abilities<\/h4>\n<p><\/strong><strong><span id=\"rule-606-1\">606.1<\/a><\/strong>. Some activated abilities are loyalty abilities, which are subject to special rules.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-606-2\">606.2<\/a><\/strong>. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-606-3\">606.3<\/a><\/strong>. A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-606-4\">606.4<\/a><\/strong>. The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a certain number of loyalty counters, as shown by the loyalty symbol in the ability\u2019s cost. This cost may be modified by other effects.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-606-5\">606.5<\/a><\/strong>. If the total cost to activate a loyalty ability contains multiple costs to add or remove loyalty counters, those costs are combined into a single cost to add or remove loyalty counters, as appropriate.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls Carth the Lion, which says, in part, \u201cPlaneswalkers\u2019 loyalty abilities you control cost an additional [&#043;1] to activate. That player also controls a planeswalker with three loyalty counters. To activate one of that planeswalker\u2019s abilities that normally costs [&#043;1], they put two loyalty counters on it. To activate one of its abilities that normally costs [\u22124], they remove three loyalty counters from it.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-606-6\">606.6<\/a><\/strong>. A loyalty ability with a negative loyalty cost, taking into account any additional costs, can\u2019t be activated unless the permanent has at least that many loyalty counters on it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-607\"><\/p>\n<h4 id=\"rule-607\">607. Linked Abilities<\/h4>\n<p><\/strong><strong><span id=\"rule-607-1\">607.1<\/a><\/strong>. An object may have two abilities printed on it such that one of them causes actions to be taken or objects or players to be affected and the other one directly refers to those actions, objects, or players. If so, these two abilities are linked: the second refers only to actions that were taken or objects or players that were affected by the first, and not by any other ability.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-1a\">607.1a<\/span><\/strong> An ability printed on an object within another ability that grants that ability to that object is considered to be \u201cprinted on\u201d that object for these purposes.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-1b\">607.1b<\/span><\/strong> An ability printed on either face of a nonmodal double-faced object (see rule <a href=\"#rule-712\">712<\/a>) is considered to be \u201cprinted on\u201d that object for these purposes, regardless of which face is up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-1c\">607.1c<\/span><\/strong> An ability printed on an object that fulfills both criteria described in rule <a href=\"#rule-607-1\">607.1<\/a> is linked to itself.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-1d\">607.1d<\/span><\/strong> Abilities printed on two objects can be linked if one object is a token, emblem, or nontoken permanent and the second object was the source of the ability that either created the token or emblem or put that nontoken permanent onto the battlefield. In these cases, the abilities fit the criteria listed for one of the different kinds of linked abilities in rule <a href=\"#rule-607-2\">607.2<\/a> except they are printed on two objects rather than one.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-607-2\">607.2<\/a><\/strong>. There are different kinds of linked abilities.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2a\">607.2a<\/span><\/strong> If an object has an activated or triggered ability printed on it that instructs a player to exile one or more cards and an ability printed on it that refers either to \u201cthe exiled cards\u201d or to cards \u201cexiled with [this object],\u201d these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a result of an instruction to exile them in the first ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2b\">607.2b<\/span><\/strong> If an object has an ability printed on it that generates a replacement effect which causes one or more cards to be exiled and an ability printed on it that refers either to \u201cthe exiled cards\u201d or to cards \u201cexiled with [this object],\u201d these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a direct result of a replacement event caused by the first ability. See rule <a href=\"#rule-614\">614<\/a>, \u201cReplacement Effects.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2c\">607.2c<\/span><\/strong> If an object has an activated or triggered ability printed on it that puts one or more objects onto the battlefield and an ability printed on it that refers to objects \u201cput onto the battlefield with [this object]\u201d or \u201ccreated with [this object],\u201d those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2d\">607.2d<\/span><\/strong> If an object has an ability printed on it that causes a player to \u201cchoose a [value]\u201d and an ability printed on it that refers to \u201cthe chosen [value],\u201d \u201cthe last chosen [value],\u201d or similar, those abilities are linked. The second ability refers only to a choice made as a result of the first ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2e\">607.2e<\/span><\/strong> If an object has an ability printed on it that allows some information to be noted and another ability which refers to information noted for that object, those abilities are linked. The second ability refers only to information noted as a result of the first ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2f\">607.2f<\/span><\/strong> If an object has an ability printed on it that causes a player to choose from between two or more words that otherwise have no rules meaning and an ability printed on it that refers to a choice involving one or more of those words, those abilities are linked. The second can refer only to a choice made as a result of the first ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2g\">607.2g<\/span><\/strong> If an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid \u201cas [this object] entered,\u201d these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2h\">607.2h<\/span><\/strong> If an object has both a static ability and one or more triggered abilities printed on it in the same paragraph, each of those triggered abilities is linked to the static ability. Each triggered ability refers only to actions taken as a result of the static ability. See rule <a href=\"#rule-603-11\">603.11<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2i\">607.2i<\/span><\/strong> If an object has an ability printed on it that allows an additional cost to be paid and an ability printed on it that refers to whether that cost was paid, those abilities are linked. The second refers only to whether the intent to pay the additional cost listed in the first was declared as the object was cast as a spell. If an ability lists multiple such costs, it may have multiple abilities linked to it. Each of those abilities will specify which cost it refers to.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Stormscape Battlemage has \u201cKicker {W} and\/or {2}{B}\u201d and two abilities that may trigger when it enters the battlefield. The first triggers if it was kicked with its {W} kicker, and the second triggers if it was kicked with its {2}{B} kicker. Each of those triggered abilities is linked to its kicker ability.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2j\">607.2j<\/span><\/strong> If an object has an ability printed on it that causes a player to pay a variable additional cost as it\u2019s cast and an ability printed on it that refers to the cost paid \u201cas [this object] was cast,\u201d these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule <a href=\"#rule-601-2b\">601.2b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2k\">607.2k<\/span><\/strong> The two abilities represented by the champion keyword are linked abilities. See rule <a href=\"#rule-702-72\">702.72<\/a>, \u201cChampion.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2m\">607.2m<\/span><\/strong> Abilities preceded by an anchor word are linked to the ability that allows a player to choose that anchor word. See rule <a href=\"#rule-614-12b\">614.12b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2n\">607.2n<\/span><\/strong> If an object has a static ability printed on it that allows a player to exile one or more cards \u201cbefore you shuffle your deck to start the game\u201d and an ability printed on it that refers to cards \u201cexiled with cards named [this object\u2019s name],\u201d the second ability is linked to the first ability of any objects that had the specified name before the game began.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2p\">607.2p<\/span><\/strong> If an object has both a static ability that causes a player to make a choice for a characteristic-defining ability before the game begins and that characteristic-defining ability printed on it in the same paragraph, those abilities are linked. The second ability refers only to the choice made as a result of the first ability and continues to refer to that choice as the object changes zones during the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-2q\">607.2q<\/span><\/strong> If a permanent spell has an ability printed on it that allows one or more cards to be exiled while paying a cost to cast it and the permanent that spell becomes has an ability that refers to cards \u201cexiled with [this object],\u201d those abilities are linked. The second ability refers only to cards exiled to pay the cost of the spell that became that permanent.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-607-3\">607.3<\/a><\/strong>. If, within a pair of linked abilities, one ability refers to a single object as \u201cthe exiled card,\u201d \u201ca card exiled with [this object],\u201d or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on \u201cthe\u201d card, it performs that action on each exiled card. If that ability creates a token that is a copy of \u201cthe\u201d card, then for each exiled card, it creates a token that is a copy of that card. If that ability performs any actions on \u201ca\u201d card, the controller of the ability chooses which card is affected.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-607-4\">607.4<\/a><\/strong>. An ability may be part of more than one pair of linked abilities.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Paradise Plume has the following three abilities: \u201cAs this artifact enters, choose a color,\u201d \u201cWhenever a player casts a spell of the chosen color, you may gain 1 life,\u201d and \u201c{T}: Add one mana of the chosen color.\u201d The first and second abilities are linked. The first and third abilities are linked.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-607-5\">607.5<\/a><\/strong>. If an object acquires a pair of linked abilities as part of the same effect, the abilities will be similarly linked to one another on that object even though they weren\u2019t printed on that object. They can\u2019t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Arc-Slogger has the ability \u201c{R}, Exile the top ten cards of your library: This creature deals 2 damage to any target.\u201d Sisters of Stone Death has the ability \u201c{B}{G}: Exile target creature blocking or blocked by Sisters of Stone Death\u201d and the ability \u201c{2}{B}: Put a creature card exiled with Sisters of Stone Death onto the battlefield under your control.\u201d Quicksilver Elemental has the ability \u201c{U}: This creature gains all activated abilities of target creature until end of turn.\u201d If a player has Quicksilver Elemental gain Arc-Slogger\u2019s ability, activates it, then has Quicksilver Elemental gain Sisters of Stone Death\u2019s abilities, activates the exile ability, and then activates the return-to-the-battlefield ability, only the creature card Quicksilver Elemental exiled with Sisters of Stone Death\u2019s ability can be returned to the battlefield. Creature cards Quicksilver Elemental exiled with Arc-Slogger\u2019s ability can\u2019t be returned.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-607-5a\">607.5a<\/span><\/strong> If an object gains an ability that refers to a choice, but either (a) doesn\u2019t copy that ability\u2019s linked ability or (b) does copy the linked ability but no choice is made for it, then the choice is considered to be \u201cundefined.\u201d If an ability refers to an undefined choice, that part of the ability won\u2019t do anything.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Voice of All enters the battlefield and Unstable Shapeshifter copies it. Voice of All reads, in part, \u201cAs this creature enters, choose a color.\u201d and \u201cThis creature has protection from the chosen color.\u201d Unstable Shapeshifter never had a chance for a color to be chosen for it, because it didn\u2019t enter the battlefield as Voice of All so it doesn\u2019t gain a protection ability.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A Vesuvan Doppelganger enters the battlefield as a copy of Voice of All, and the Doppelganger\u2019s controller chooses blue. Later, the Doppelganger copies Quirion Elves, which has the ability, \u201c{T}: Add one mana of the chosen color.\u201d Even though a color was chosen for the Doppelganger, it wasn\u2019t chosen for the ability linked to the mana ability copied from the Elves. If that mana ability of the Doppelganger is activated, it will not produce mana.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-608\"><\/p>\n<h4 id=\"rule-608\">608. Resolving Spells and Abilities<\/h4>\n<p><\/strong><strong><span id=\"rule-608-1\">608.1<\/a><\/strong>. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule <a href=\"#rule-609\">609<\/a>, \u201cEffects.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-608-2\">608.2<\/a><\/strong>. If the object that\u2019s resolving is an instant spell, a sorcery spell, or an ability, its resolution may involve several steps. The steps described in rules <a href=\"#rule-608-2a\">608.2a<\/a> and <a href=\"#rule-608-2b\">608.2b<\/a> are followed first. The steps described in rules <a href=\"#rule-608-2c\">608.2c\u2013m<\/a> are then followed as appropriate, in no specific order. The steps described in rule <a href=\"#rule-608-2n\">608.2n<\/a> and <a href=\"#rule-608-2p\">608.2p<\/a> are followed last.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2a\">608.2a<\/span><\/strong> If a triggered ability has an intervening \u201cif\u201d clause, it checks whether the clause\u2019s condition is true. If it isn\u2019t, the ability is removed from the stack and does nothing. Otherwise, it continues to resolve. See rule <a href=\"#rule-603-4\">603.4<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2b\">608.2b<\/span><\/strong> If the spell or ability specifies targets, it checks whether the targets are still legal. A target that\u2019s no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word \u201ctarget,\u201d are now illegal, the spell or ability doesn\u2019t resolve. It\u2019s removed from the stack and, if it\u2019s a spell, put into its owner\u2019s graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won\u2019t be affected by parts of a resolving spell\u2019s effect for which they\u2019re illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule <a href=\"#rule-613-11\">613.11<\/a>), those effects don\u2019t apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won\u2019t happen.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Sorin\u2019s Thirst is a black instant that reads, \u201cSorin\u2019s Thirst deals 2 damage to target creature and you gain 2 life.\u201d If the creature isn\u2019t a legal target during the resolution of Sorin\u2019s Thirst (say, if the creature has gained protection from black or left the battlefield), then Sorin\u2019s Thirst doesn\u2019t resolve. Its controller doesn\u2019t gain any life.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Plague Spores reads, \u201cDestroy target nonblack creature and target land. They can\u2019t be regenerated.\u201d Suppose the same creature land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plague Spores still resolves because the black creature land is still a legal target for the \u201ctarget land\u201d part of the spell. The \u201cdestroy target nonblack creature\u201d part of the spell won\u2019t affect that permanent, but the \u201cdestroy target land\u201d part of the spell will still destroy it. It can\u2019t be regenerated.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2c\">608.2c<\/span><\/strong> 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, \u201cDestroy target creature. It can\u2019t be regenerated\u201d or \u201cCounter target spell. If that spell is countered this way, put it on top of its owner\u2019s library instead of into its owner\u2019s graveyard.\u201d) Don\u2019t just apply effects step by step without thinking in these cases\u2014read the whole text and apply the rules of English to the text.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2d\">608.2d<\/span><\/strong> If an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can\u2019t choose an option that\u2019s illegal or impossible, with the exception that having a library with no cards in it doesn\u2019t make drawing a card an impossible action (see rule <a href=\"#rule-121-3\">121.3<\/a>). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and\/or objects, the player chooses the amount and division such that each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and\/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule <a href=\"#rule-601-2d\">601.2d<\/a>.)<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A spell\u2019s instruction reads, \u201cYou may sacrifice a creature. If you don\u2019t, you lose 4 life.\u201d A player who controls no creatures can\u2019t choose the sacrifice option.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2e\">608.2e<\/span><\/strong> Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule <a href=\"#rule-101-4\">101.4<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2f\">608.2f<\/span><\/strong> Some spells and abilities include actions taken on multiple players and\/or objects. In most cases, each such action is processed simultaneously. If the action can\u2019t be processed simultaneously, it\u2019s instead processed considering each affected player or object individually. APNAP order is used to make the primary determination of the order of those actions. Secondarily, if the action is to be taken on both a player and an object they control or on multiple objects controlled by the same player, the player who controls the resolving spell or ability chooses the relative order of those actions.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Blatant Thievery says \u201cFor each opponent, gain control of target permanent that player controls.\u201d As Blatant Thievery resolves, its controller gains control of all permanents chosen as targets simultaneously.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Soulfire Eruption says, in part, \u201cChoose any number of target creatures, planeswalkers, and\/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card\u2019s mana value to that permanent or player.\u201d A player casts Soulfire Eruption targeting an opponent and a creature that opponent controls. As Soulfire Eruption resolves, the player can\u2019t exile the top card of their library multiple times at the same time, so they first choose which target they are considering, then they exile the top card of their library, and finally Soulfire Eruption deals damage to that target. They then repeat this process for the remaining target.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2g\">608.2g<\/span><\/strong> If an effect gives a player the option to pay mana, they may activate mana abilities before taking that action. If an effect specifically instructs or allows a player to cast a spell during resolution, they do so by following the steps in rules <a href=\"#rule-601-2a\">601.2a\u2013i<\/a>, except no player receives priority after it\u2019s cast. That spell becomes the topmost object on the stack, and the currently resolving spell or ability continues to resolve, which may include casting other spells this way. No other spells can normally be cast and no other abilities can normally be activated during resolution.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2h\">608.2h<\/span><\/strong> If an effect requires information from the game (such as the number of creatures on the battlefield), the answer is determined only once, when the effect is applied. If the effect requires information from a specific object, including the source of the ability itself, the effect uses the current information of that object if it\u2019s in the public zone it was expected to be in; if it\u2019s no longer in that zone, or if the effect has moved it from a public zone to a hidden zone, the effect uses the object\u2019s last known information. See rule <a href=\"#rule-113-7a\">113.7a<\/a>. If an ability states that an object does something, it\u2019s the object as it exists\u2014or as it most recently existed\u2014that does it, not the ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2i\">608.2i<\/span><\/strong> Some effects look back in time and require information about previous game states and actions rather than considering the current game state. If such an effect requires information from the game about an object or group of objects, and that effect is not taking any actions on those objects, they don\u2019t need to be currently in the zone they were in at the time of that previous game state or action, nor do they need to currently meet the criteria described in the action, as long as they did so at the specified time. This is an exception to <a href=\"#rule-608-2h\">608.2h<\/a>.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player attacks with Bear Cub. Later in the turn, an effect causes Bear Cub to become a noncreature permanent. The same player then casts Search Party Captain, a spell that says in part \u201cThis spell costs {1} less to cast for each creature you attacked with this turn.\u201d That spell costs {1} less because the player attacked with a creature, even though the Bear Cub they attacked with is no longer a creature.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2j\">608.2j<\/span><\/strong> If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An effect that reads \u201cDestroy all black creatures\u201d destroys a white-and-black creature, but one that reads \u201cDestroy all nonblack creatures\u201d doesn\u2019t.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2k\">608.2k<\/span><\/strong> If an ability\u2019s effect refers to a specific untargeted object that has been previously referred to by that ability\u2019s cost or trigger condition, it still affects that object even if the object has changed characteristics.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Wall of Tears says \u201cWhenever this creature blocks a creature, return that creature to its owner\u2019s hand at end of combat.\u201d If Wall of Tears blocks a creature, then that creature ceases to be a creature before the triggered ability resolves, the permanent will still be returned to its owner\u2019s hand.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2m\">608.2m<\/span><\/strong> If an instant spell, sorcery spell, or ability that can legally resolve leaves the stack once it starts to resolve, it will continue to resolve fully.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2n\">608.2n<\/span><\/strong> As the final part of an instant or sorcery spell\u2019s resolution, the spell is put into its owner\u2019s graveyard. As the final part of an ability\u2019s resolution, the ability is removed from the stack and ceases to exist.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-2p\">608.2p<\/span><\/strong> Once all possible steps described in <a href=\"#rule-608-2c\">608.2c\u2013n<\/a> are completed, any abilities that trigger when that spell or ability resolves trigger.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-608-3\">608.3<\/a><\/strong>. If the object that\u2019s resolving is a permanent spell, its resolution may involve several steps. The instructions in rules <a href=\"#rule-608-3a\">608.3a<\/a> and b are always performed first. Then one of the steps in rule <a href=\"#rule-608-3c\">608.3c\u2013e<\/a> is performed, if appropriate.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-3a\">608.3a<\/span><\/strong> If the object that\u2019s resolving has no targets, it becomes a permanent and enters the battlefield under the control of the spell\u2019s controller.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-3b\">608.3b<\/span><\/strong> If the object that\u2019s resolving has a target, it checks whether the target is still legal, as described in <a href=\"#rule-608-2b\">608.2b<\/a>. If a spell with an illegal target is a bestowed Aura spell (see rule <a href=\"#rule-702-103e\">702.103e<\/a>) or a mutating creature spell (see rule <a href=\"#rule-702-140b\">702.140b<\/a>), it becomes a creature spell and will resolve as described in rule <a href=\"#rule-608-3a\">608.3a<\/a>. Otherwise, the spell doesn\u2019t resolve. It is removed from the stack and put into its owner\u2019s graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-3c\">608.3c<\/span><\/strong> If the object that\u2019s resolving is an Aura spell, it becomes a permanent and is put onto the battlefield under the control of the spell\u2019s controller attached to the player or object it was targeting.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-3d\">608.3d<\/span><\/strong> If the object that\u2019s resolving is a mutating creature spell, the object representing that spell merges with the permanent it is targeting (see rule <a href=\"#rule-729\">729<\/a>, \u201cMerging with Permanents\u201d).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-3e\">608.3e<\/span><\/strong> If a permanent spell resolves but its controller can\u2019t put it onto the battlefield, that player puts it into its owner\u2019s graveyard.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Worms of the Earth has the ability \u201cLands can\u2019t enter the battlefield.\u201d Clone says \u201cYou may have this creature enter as a copy of any creature on the battlefield.\u201d If a player casts Clone and chooses to copy Dryad Arbor (a land creature) while Worms of the Earth is on the battlefield, Clone can\u2019t enter the battlefield from the stack. It\u2019s put into its owner\u2019s graveyard.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-3f\">608.3f<\/span><\/strong> If the object that\u2019s resolving is a copy of a permanent spell, it will become a token permanent as it is put onto the battlefield in any of the steps above. A token put onto the battlefield this way is no longer a copy of a spell and is not \u201ccreated\u201d for the purposes of any rules or effects that refer to creating a token.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-608-3g\">608.3g<\/span><\/strong> If the object that\u2019s resolving has a static ability that functions on the stack and creates a delayed triggered ability, that delayed triggered ability is created as that permanent is put onto the battlefield in any of the steps above. (See rules <a href=\"#rule-702-109\">702.109<\/a>, \u201cDash,\u201d <a href=\"#rule-702-152\">702.152<\/a>, \u201cBlitz,\u201d and <a href=\"#rule-702-185\">702.185<\/a>, \u201cWarp.\u201d)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-609\"><\/p>\n<h4 id=\"rule-609\">609. Effects<\/h4>\n<p><\/strong><strong><span id=\"rule-609-1\">609.1<\/a><\/strong>. An effect is something that happens in the game as a result of a spell or ability. When a spell, activated ability, or triggered ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-609-2\">609.2<\/a><\/strong>. Effects apply only to permanents unless the instruction\u2019s text states otherwise or they clearly can apply only to objects in one or more other zones.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An effect that changes all lands into creatures won\u2019t alter land cards in players\u2019 graveyards. But an effect that says spells cost more to cast will apply only to spells on the stack, since a spell is always on the stack while a player is casting it.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-609-3\">609.3<\/a><\/strong>. If an effect attempts to do something impossible, it does only as much as possible.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If a player is holding only one card, an effect that reads \u201cDiscard two cards\u201d causes them to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-609-4\">609.4<\/a><\/strong>. Some effects state that a player may do something \u201cas though\u201d some condition were true or a creature can do something \u201cas though\u201d some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-609-4a\">609.4a<\/span><\/strong> If two effects state that a player may (or a creature can) do the same thing \u201cas though\u201d different conditions were true, both conditions could apply. If one \u201cas though\u201d effect satisfies the requirements for another \u201cas though\u201d effect, then both effects will apply.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls Vedalken Orrery, an artifact that says \u201cYou may cast spells as though they had flash.\u201d That player casts Shaman\u2019s Trance, an instant that says, in part, \u201cYou may play lands and cast spells from other players\u2019 graveyards this turn as though those cards were in your graveyard.\u201d The player may cast a sorcery with flashback from another player\u2019s graveyard as though it were in that player\u2019s graveyard and as though it had flash.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-609-4b\">609.4b<\/span><\/strong> If an effect allows a player to spend mana \u201cas though it were mana of any [type or color],\u201d this affects only how the player may pay a cost. It doesn\u2019t change that cost, and it doesn\u2019t change what mana was actually spent to pay that cost. The same is true for effects that say \u201cmana of any type can be spent.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-609-5\">609.5<\/a><\/strong>. 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.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-609-6\">609.6<\/a><\/strong>. Some continuous effects are replacement effects or prevention effects. See rules <a href=\"#rule-614\">614<\/a> and <a href=\"#rule-615\">615<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-609-7\">609.7<\/a><\/strong>. Some effects apply to damage from a source\u2014for example, \u201cThe next time a red source of your choice would deal damage to you this turn, prevent that damage.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-609-7a\">609.7a<\/span><\/strong> If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that\u2019s waiting to apply, or by a delayed triggered ability that\u2019s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn\u2019t need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage dealt by that permanent, regardless of whether it\u2019s combat damage or damage dealt as the result of a spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the permanent that spell becomes when it resolves.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-609-7b\">609.7b<\/span><\/strong> Some effects from resolved spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the \u201cshield\u201d rechecks the source\u2019s properties. If the properties no longer match, the damage isn\u2019t prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn\u2019t used up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-609-7c\">609.7c<\/span><\/strong> Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren\u2019t on the battlefield that have that property.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-610\"><\/p>\n<h4 id=\"rule-610\">610. One-Shot Effects<\/h4>\n<p><\/strong><strong><span id=\"rule-610-1\">610.1<\/a><\/strong>. A one-shot effect does something just once and doesn\u2019t have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-610-2\">610.2<\/a><\/strong>. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that\u2019s creating the one-shot effect resolves. See rule <a href=\"#rule-603-7\">603.7<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-610-3\">610.3<\/a><\/strong>. Some one-shot effects cause an object to change zones \u201cuntil\u201d a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-610-3a\">610.3a<\/span><\/strong> If a resolving spell or activated ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the object doesn\u2019t move.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-610-3b\">610.3b<\/span><\/strong> If a resolving triggered ability creates the initial one-shot effect that causes the object to change zones, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the object doesn\u2019t move.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-610-3c\">610.3c<\/span><\/strong> An object returned to the battlefield this way returns under its owner\u2019s control unless otherwise specified.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-610-3d\">610.3d<\/span><\/strong> If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Two Banisher Priests have each exiled a card. All creatures are destroyed at the same time by Day of Judgment. The two exiled cards are returned to the battlefield at the same time.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-610-4\">610.4<\/a><\/strong>. Some one-shot effects cause a permanent to phase out \u201cuntil\u201d a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect causes the permanent to phase in.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-610-4a\">610.4a<\/span><\/strong> A permanent phased out this way doesn\u2019t phase in as a result of the turn-based action during a player\u2019s untap step (see rule <a href=\"#rule-502-1\">502.1<\/a>). Other effects may cause it to phase in. If a permanent phased out this way phases in due to another effect, the second one-shot effect doesn\u2019t happen, even if that permanent has phased out again.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-610-4b\">610.4b<\/span><\/strong> If a resolving spell or activated ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that spell or ability was put onto the stack, the permanent doesn\u2019t phase out.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-610-4c\">610.4c<\/span><\/strong> If a resolving triggered ability creates the initial one-shot effect that causes the permanent to phase out, and the specified event has already occurred before that one-shot effect would occur but after that ability triggered, the permanent doesn\u2019t phase out.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-610-4d\">610.4d<\/span><\/strong> If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-610-5\">610.5<\/a><\/strong>. Some static abilities create one-shot effects that cause spells a player casts to gain an ability as that player casts them. These effects begin to apply to appropriate spells at the time the player puts such a spell on the stack. See rule <a href=\"#rule-601-2a\">601.2a<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-611\"><\/p>\n<h4 id=\"rule-611\">611. Continuous Effects<\/h4>\n<p><\/strong><strong><span id=\"rule-611-1\">611.1<\/a><\/strong>. A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-611-2\">611.2<\/a><\/strong>. A continuous effect may be generated by the resolution of a spell or ability.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-611-2a\">611.2a<\/span><\/strong> 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 \u201cuntil end of turn\u201d). If no duration is stated, it lasts until the end of the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-611-2b\">611.2b<\/span><\/strong> Some continuous effects generated by the resolution of a spell or ability have durations worded \u201cfor as long as . . . .\u201d If the \u201cfor as long as\u201d duration never starts, the effect does nothing. Similarly, if that duration ends before the moment the effect would first be applied and doesn\u2019t begin again during that spell or ability\u2019s resolution, the effect does nothing. It doesn\u2019t start and immediately stop again, and it doesn\u2019t last forever.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Master Thief has the ability \u201cWhen this creature enters, gain control of target artifact for as long as you control this creature.\u201d If you lose control of Master Thief before the ability resolves, it does nothing, because its duration\u2014as long as you control Master Thief\u2014was over before the effect began.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-611-2c\">611.2c<\/span><\/strong> If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won\u2019t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn\u2019t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren\u2019t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don\u2019t, the set of objects each part applies to is determined independently.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An effect that reads \u201cAll white creatures get &#043;1\/&#043;1 until end of turn\u201d gives the bonus to all permanents that are white creatures when the spell or ability resolves\u2014even if they change color later\u2014and doesn\u2019t affect those that enter the battlefield or turn white afterward.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An effect that reads \u201cPrevent all damage creatures would deal this turn\u201d doesn\u2019t modify any object\u2019s characteristics, so it\u2019s modifying the rules of the game. That means the effect will apply even to damage from creatures that weren\u2019t on the battlefield when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-611-2d\">611.2d<\/span><\/strong> If a resolving spell or ability that creates a continuous effect contains a variable such as X, the value of that variable is determined only once, on resolution. See rule <a href=\"#rule-608-2h\">608.2h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-611-2e\">611.2e<\/span><\/strong> If a resolving spell or ability both puts a nontoken permanent onto the battlefield and creates a continuous effect stating that the permanent \u201cis [characteristic],\u201d that it \u201chas [characteristic],\u201d or that it doesn\u2019t have a particular characteristic, that continuous effect applies simultaneously with the permanent entering the battlefield. This characteristic is usually a color or a creature type. If the continuous effect says the permanent \u201cbecomes [characteristic]\u201d or \u201cgains [an ability],\u201d that effect applies after the permanent is on the battlefield.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Arbiter of the Ideal puts an artifact, creature, or land card onto the battlefield and says, in part, \u201cThat permanent is an enchantment in addition to its other types.\u201d An ability that triggers whenever an enchantment enters the battlefield would trigger. The permanent doesn\u2019t enter the battlefield and then become an enchantment.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-611-2f\">611.2f<\/span><\/strong> Some spells and abilities generate a continuous effect that modifies the characteristics of the next spell a player casts, the next spell that fulfills certain conditions a player casts during some duration, or similar. These effects do not begin immediately. Rather, they begin to apply at the time that player next puts an appropriate spell on the stack, and they apply to that spell. See rule <a href=\"#rule-601-2a\">601.2a<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-611-3\">611.3<\/a><\/strong>. A continuous effect may be generated by the static ability of an object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-611-3a\">611.3a<\/span><\/strong> A continuous effect generated by a static ability isn\u2019t \u201clocked in\u201d; it applies at any given moment to whatever its text indicates.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-611-3b\">611.3b<\/span><\/strong> The effect applies at all times that the permanent generating it is on the battlefield or the object generating it is in the appropriate zone.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A permanent with the static ability \u201cAll white creatures get &#043;1\/&#043;1\u201d generates an effect that continuously gives &#043;1\/&#043;1 to each white creature on the battlefield. If a creature becomes white, it gets this bonus; a creature that stops being white loses it.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-611-3c\">611.3c<\/span><\/strong> Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don\u2019t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A permanent with the static ability \u201cAll white creatures get &#043;1\/&#043;1\u201d is on the battlefield. A creature spell that would normally create a 1\/1 white creature instead creates a 2\/2 white creature. The creature doesn\u2019t enter the battlefield as 1\/1 and then change to 2\/2.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-611-3d\">611.3d<\/span><\/strong> Continuous effects from static abilities may allow a player to play a land or cast a permanent spell, or may grant an ability to a permanent spell or card that allows it to be cast. If the effect also grants that object an ability that functions only on the battlefield, that ability lasts as long as stated by the effect granting that permission or ability. If no duration is stated, it lasts until the end of the game. This is an exception to rules <a href=\"#rule-611-3a\">611.3a\u2013b<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-612\"><\/p>\n<h4 id=\"rule-612\">612. Text-Changing Effects<\/h4>\n<p><\/strong><strong><span id=\"rule-612-1\">612.1<\/a><\/strong>. Some continuous effects change an object\u2019s text. This can apply to any words or symbols printed on that object, but generally affects only that object\u2019s rules text (which appears in its text box) and\/or the text that appears in its type line. Such an effect is a text-changing effect.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-612-2\">612.2<\/a><\/strong>. A text-changing effect changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). An effect that changes a color word or a subtype can\u2019t change a card name, even if that name contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-612-2a\">612.2a<\/span><\/strong> Most spells and abilities that create creature tokens use creature types to define both the creature types and the names of the tokens. A text-changing effect that affects such a spell or an object with such an ability can change these words because they\u2019re being used as creature types, even though they\u2019re also being used as names.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-612-3\">612.3<\/a><\/strong>. Effects that add or remove abilities don\u2019t change the text of the objects they affect, so any abilities that are granted to an object can\u2019t be modified by text-changing effects that affect that object.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-612-4\">612.4<\/a><\/strong>. A token\u2019s subtypes and rules text are defined by the spell or ability that created the token. A text-changing effect that affects a token can change these characteristics.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-612-5\">612.5<\/a><\/strong>. One card (Exchange of Words) instructs a player to exchange the text boxes of two objects. This replaces all of the rules text of each object with the rules text of the other object. (In games involving certain cards that aren\u2019t covered by these rules, other elements of the text box may also be exchanged. See rule <a href=\"#rule-100-7\">100.7<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-612-6\">612.6<\/a><\/strong>. One card (Volrath\u2019s Shapeshifter) states that an object has the \u201cfull text\u201d of another object. This changes not just the text that appears in the object\u2019s text box and type line, but also changes the text that represents its name, mana cost, color indicator, power, and toughness.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-612-7\">612.7<\/a><\/strong>. One card (Spy Kit) states that an object has \u201call names of nonlegendary creature cards.\u201d This changes the text that represents the object\u2019s name. That object has the name of each nonlegendary creature card in the Oracle card reference. (See rule <a href=\"#rule-108-1\">108.1<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-612-8\">612.8<\/a><\/strong>. Some cards create a continuous effect that sets the name of an object. This changes the text that represents the object\u2019s name. That object loses any names it had and has only the specified name.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-612-9\">612.9<\/a><\/strong>. A name sticker on a permanent or on a card not on the battlefield creates a continuous effect that adds a word to the text that represents the object\u2019s name. (See rule <a href=\"#rule-123-6\">123.6<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-612-10\">612.10<\/a><\/strong>. A splice ability changes a spell\u2019s text by adding the rules text of the card with splice to the spell, following that spell\u2019s own rules text. It doesn\u2019t modify or replace any of that spell\u2019s own text. (See rule <a href=\"#rule-702-47\">702.47<\/a>, \u201cSplice.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-613\"><\/p>\n<h4 id=\"rule-613\">613. Interaction of Continuous Effects<\/h4>\n<p><\/strong><strong><span id=\"rule-613-1\">613.1<\/a><\/strong>. The values of an object\u2019s characteristics are determined by starting with the actual object. For a card, that means the values of the characteristics printed on that card. For a token or a copy of a spell or card, that means the values of the characteristics defined by the effect that created it. Then all applicable continuous effects are applied in a series of layers in the following order:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-1a\">613.1a<\/span><\/strong> Layer 1: Rules and effects that modify copiable values are applied.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-1b\">613.1b<\/span><\/strong> Layer 2: Control-changing effects are applied.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-1c\">613.1c<\/span><\/strong> Layer 3: Text-changing effects are applied. See rule <a href=\"#rule-612\">612<\/a>, \u201cText-Changing Effects.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-1d\">613.1d<\/span><\/strong> Layer 4: Type-changing effects are applied. These include effects that change an object\u2019s card type, subtype, and\/or supertype.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-1e\">613.1e<\/span><\/strong> Layer 5: Color-changing effects are applied.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-1f\">613.1f<\/span><\/strong> Layer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can\u2019t have an ability are applied.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-1g\">613.1g<\/span><\/strong> Layer 7: Power- and\/or toughness-changing effects are applied.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-613-2\">613.2<\/a><\/strong>. Within layer 1, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order (see rule <a href=\"#rule-613-7\">613.7<\/a>). Note that dependency may alter the order in which effects are applied within a sublayer. (See rule <a href=\"#rule-613-8\">613.8<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-2a\">613.2a<\/span><\/strong> Layer 1a: Copiable effects are applied. This includes copy effects (see rule <a href=\"#rule-707\">707<\/a>, \u201cCopying Objects\u201d) and changes to an object\u2019s characteristics determined by merging an object with a permanent (see rule <a href=\"#rule-729\">729<\/a>, \u201cMerging with Permanents\u201d). \u201cAs . . . enters\u201d and \u201cas . . . is turned face up\u201d abilities generate copiable effects if they set power and toughness, even if they also define other characteristics.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-2b\">613.2b<\/span><\/strong> Layer 1b: Face-down spells and permanents have their characteristics modified as defined in rule <a href=\"#rule-708-2\">708.2<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-2c\">613.2c<\/span><\/strong> After all rules and effects in layer 1 have been applied, the object\u2019s characteristics are its copiable values. (See rule <a href=\"#rule-707-2\">707.2<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-613-3\">613.3<\/a><\/strong>. Within layers 2\u20136, apply effects from characteristic-defining abilities first (see rule <a href=\"#rule-604-3\">604.3<\/a>), then all other effects in timestamp order (see rule <a href=\"#rule-613-7\">613.7<\/a>). Note that dependency may alter the order in which effects are applied within a layer. (See rule <a href=\"#rule-613-8\">613.8<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-613-4\">613.4<\/a><\/strong>. Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule <a href=\"#rule-613-7\">613.7<\/a>.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule <a href=\"#rule-613-8\">613.8<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-4a\">613.4a<\/span><\/strong> Layer 7a: Effects from characteristic-defining abilities that define power and\/or toughness are applied. See rule <a href=\"#rule-604-3\">604.3<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-4b\">613.4b<\/span><\/strong> Layer 7b: Effects that set power and\/or toughness to a specific number or value are applied. Effects that refer to the base power and\/or toughness of a creature apply in this layer.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-4c\">613.4c<\/span><\/strong> Layer 7c: Effects and counters that modify power and\/or toughness (but don\u2019t set power and\/or toughness to a specific number or value) are applied.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-4d\">613.4d<\/span><\/strong> Layer 7d: Effects that switch a creature\u2019s power and toughness are applied. Such effects take the value of power and apply it to the creature\u2019s toughness, and take the value of toughness and apply it to the creature\u2019s power.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A 1\/3 creature is given &#043;0\/&#043;1 by an effect. Then another effect switches the creature\u2019s power and toughness. Its new power and toughness is 4\/1. A new effect gives the creature &#043;5\/&#043;0. Its \u201cunswitched\u201d power and toughness would be 6\/4, so its actual power and toughness is 4\/6.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A 1\/3 creature is given &#043;0\/&#043;1 by an effect. Then another effect switches the creature\u2019s power and toughness. Its new power and toughness is 4\/1. If the &#043;0\/&#043;1 effect ends before the switch effect ends, the creature becomes 3\/1.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A 1\/3 creature is given &#043;0\/&#043;1 by an effect. Then another effect switches the creature\u2019s power and toughness. Then another effect switches its power and toughness again. The two switches essentially cancel each other, and the creature becomes 1\/4.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-613-5\">613.5<\/a><\/strong>. The application of continuous effects as described by the layer system is continually and automatically performed by the game. All resulting changes to an object\u2019s characteristics are instantaneous.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Honor of the Pure is an enchantment that reads \u201cWhite creatures you control get &#043;1\/&#043;1.\u201d Honor of the Pure and a 2\/2 black creature are on the battlefield under your control. If an effect then turns the creature white (layer 5), it gets &#043;1\/&#043;1 from Honor of the Pure (layer 7c), becoming 3\/3. If the creature\u2019s color is later changed to red (layer 5), Honor of the Pure\u2019s effect stops applying to it, and it will return to being 2\/2.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Gray Ogre, a 2\/2 creature, is on the battlefield. An effect puts a &#043;1\/&#043;1 counter on it (layer 7c), making it 3\/3. A spell targeting it that says \u201cTarget creature gets &#043;4\/&#043;4 until end of turn\u201d resolves (layer 7c), making it 7\/7. An enchantment that says \u201cCreatures you control get &#043;0\/&#043;2\u201d enters the battlefield (layer 7c), making it 7\/9. An effect that says \u201cTarget creature becomes 0\/1 until end of turn\u201d is applied to it (layer 7b), making it 5\/8 (0\/1, with &#043;4\/&#043;4 from the resolved spell, &#043;0\/&#043;2 from the enchantment, and &#043;1\/&#043;1 from the counter).<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-613-6\">613.6<\/a><\/strong>. If an effect should be applied in different layers and\/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and\/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and\/or sublayer, even if the ability generating the effect is removed during this process.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An effect that reads \u201cThis creature gets &#043;1\/&#043;1 and becomes the color of your choice until end of turn\u201d is both a power- and toughness-changing effect and a color-changing effect. The \u201cbecomes the color of your choice\u201d part is applied in layer 5, and then the \u201cgets &#043;1\/&#043;1\u201d part is applied in layer 7c.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Act of Treason has an effect that reads \u201cGain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.\u201d This is both a control-changing effect and an effect that adds an ability to an object. The \u201cgain control\u201d part is applied in layer 2, and then the \u201cit gains haste\u201d part is applied in layer 6.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An effect that reads \u201cAll noncreature artifacts become 2\/2 artifact creatures until end of turn\u201d is both a type-changing effect and a power- and toughness-setting effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the power- and toughness-setting effect is applied to those same permanents in layer 7b, even though those permanents aren\u2019t noncreature artifacts by then.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Svogthos, the Restless Tomb, is on the battlefield. An effect that says \u201cUntil end of turn, target land becomes a 3\/3 creature that\u2019s still a land\u201d is applied to it (layers 4 and 7b). An effect that says \u201cTarget creature gets &#043;1\/&#043;1 until end of turn\u201d is applied to it (layer 7c), making it a 4\/4 land creature. Then while you have ten creature cards in your graveyard, you activate Svogthos\u2019s ability: \u201cUntil end of turn, this land becomes a black and green Plant Zombie creature with \u2018This creature\u2019s power and toughness are each equal to the number of creature cards in your graveyard.\u2019 It\u2019s still a land.\u201d (layers 4, 5, and 7b). It becomes an 11\/11 land creature. If a creature card enters or leaves your graveyard, Svogthos\u2019s power and toughness will be modified accordingly. If the first effect is applied to it again, it will become a 4\/4 land creature again.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-613-7\">613.7<\/a><\/strong>. Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7a\">613.7a<\/span><\/strong> A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. If the effect that created the ability has the later timestamp and the object the ability is on receives a new timestamp, each continuous effect generated by static abilities of that object receives a new timestamp as well, but the relative order of those timestamps remains the same.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Rune of Flight is an Aura that grants enchanted Equipment \u201cEquipped creature has flying.\u201d A player attaches Rune of Flight to Colossus Hammer, an Equipment with \u201cEquipped creature gets &#043;10\/&#043;10 and loses flying.\u201d The ability granted by Rune of Flight shares Rune of Flight\u2019s timestamp because it is later than Colossus Hammer\u2019s timestamp. If Colossus Hammer becomes attached to a creature, both of its abilities receive new timestamps (see rule <a href=\"#rule-613-7e\">613.7e<\/a>), but the relative order of those timestamps remains the same.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7b\">613.7b<\/span><\/strong> A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it\u2019s created.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7c\">613.7c<\/span><\/strong> Each counter receives a timestamp as it\u2019s put on an object or player. If that object or player already has a counter of that kind on it, each counter of that kind receives a new timestamp identical to that of the new counter.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7d\">613.7d<\/span><\/strong> An object receives a timestamp at the time it enters a zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7e\">613.7e<\/span><\/strong> An Aura, Equipment, or Fortification receives a new timestamp each time it becomes attached to an object or player.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7f\">613.7f<\/span><\/strong> A permanent receives a new timestamp each time it turns face up or face down.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7g\">613.7g<\/span><\/strong> A double-faced permanent receives a new timestamp each time it transforms or converts.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7h\">613.7h<\/span><\/strong> A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it\u2019s turned face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7i\">613.7i<\/span><\/strong> A face-up vanguard card receives a timestamp at the beginning of the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7j\">613.7j<\/span><\/strong> A conspiracy card receives a timestamp at the beginning of the game. If it\u2019s face down, it receives a new timestamp at the time it turns face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7k\">613.7k<\/span><\/strong> A sticker receives a new timestamp each time it\u2019s put on an object. If the object a sticker is on receives a new timestamp, the sticker receives a new timestamp immediately after that one. If the object a sticker is on becomes part of a merged permanent on the battlefield, the sticker receives a new timestamp at that time. If an object has more than one sticker on it as it enters a zone or becomes part of a merged permanent, the relative timestamp order of those stickers remains unchanged.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7m\">613.7m<\/span><\/strong> If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, their relative timestamps are determined in APNAP order (see rule <a href=\"#rule-101-4\">101.4<\/a>). Objects controlled by the active player (or owned by the active player, if they have no controller) have an earlier relative timestamp in the order of that player\u2019s choice, followed by each other player in turn order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-7n\">613.7n<\/span><\/strong> If a continuous effect generated by a static ability of an object and a continuous effect generated by a resolving spell or ability that applies to that object would receive a timestamp simultaneously, such as due to an effect that puts that object onto the battlefield and sets its characteristics (see rule <a href=\"#rule-611-2e\">611.2e<\/a>), the continuous effect from the object\u2019s own static ability receives an earlier relative timestamp.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-613-8\">613.8<\/a><\/strong>. Within a layer or sublayer, determining which order effects are applied in is sometimes done using a dependency system. If a dependency exists, it will override the timestamp system.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-8a\">613.8a<\/span><\/strong> An effect is said to \u201cdepend on\u201d another if (a) it\u2019s applied in the same layer (and, if applicable, sublayer) as the other effect; (b) 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; and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic-defining abilities. Otherwise, the effect is considered to be independent of the other effect.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-8b\">613.8b<\/span><\/strong> An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they\u2019re applied in timestamp order relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-613-8c\">613.8c<\/span><\/strong> After each effect is applied, the order of remaining effects is reevaluated and may change if an effect that has not yet been applied becomes dependent on or independent of one or more other effects that have not yet been applied.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-613-9\">613.9<\/a><\/strong>. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Two effects are affecting the same creature: one from an Aura that says \u201cEnchanted creature has flying\u201d and one from an Aura that says \u201cEnchanted creature loses flying.\u201d Neither of these depends on the other, since nothing changes what they affect or what they\u2019re doing to it. Applying them in timestamp order means the one that was generated last \u201cwins.\u201d The same process would be followed, and the same result reached, if either of the effects had a duration (such as \u201cTarget creature loses flying until end of turn\u201d) or came from a non-Aura source (such as \u201cAll creatures lose flying\u201d).<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> One effect reads, \u201cWhite creatures get &#043;1\/&#043;1,\u201d and another reads, \u201cEnchanted creature is white.\u201d The enchanted creature gets &#043;1\/&#043;1 from the first effect, regardless of its previous color.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-613-10\">613.10<\/a><\/strong>. Some continuous effects affect players rather than objects. For example, an effect might give a player protection from red. All such effects are applied in timestamp order after the determination of objects\u2019 characteristics. See also the rules for timestamp order and dependency (rules <a href=\"#rule-613-7\">613.7<\/a> and <a href=\"#rule-613-8\">613.8<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-613-11\">613.11<\/a><\/strong>. Some continuous effects affect game rules rather than objects. For example, effects may modify a player\u2019s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule <a href=\"#rule-601-2f\">601.2f<\/a>. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules <a href=\"#rule-613-7\">613.7<\/a> and <a href=\"#rule-613-8\">613.8<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614\"><\/p>\n<h4 id=\"rule-614\">614. Replacement Effects<\/h4>\n<p><\/strong><strong><span id=\"rule-614-1\">614.1<\/a><\/strong>. Some continuous effects are replacement effects. Like prevention effects (see rule <a href=\"#rule-615\">615<\/a>), replacement effects apply continuously as events happen\u2014they aren\u2019t locked in ahead of time. Such effects watch for a particular event that would happen and completely or partially replace that event with a different event. They act like \u201cshields\u201d around whatever they\u2019re affecting.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-1a\">614.1a<\/span><\/strong> Effects that use the word \u201cinstead\u201d are replacement effects. Most replacement effects use the word \u201cinstead\u201d to indicate what events will be replaced with other events.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-1b\">614.1b<\/span><\/strong> Effects that use the word \u201cskip\u201d are replacement effects. These replacement effects use the word \u201cskip\u201d to indicate what events, steps, phases, or turns will be replaced with nothing.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-1c\">614.1c<\/span><\/strong> Effects that read \u201c[This permanent] enters with . . . ,\u201d \u201cAs [this permanent] enters . . . ,\u201d or \u201c[This permanent] enters as . . . \u201c are replacement effects.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-1d\">614.1d<\/span><\/strong> Continuous effects that read \u201c[This permanent] enters . . .\u201d or \u201c[Objects] enter [the battlefield] . . .\u201d are replacement effects.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-1e\">614.1e<\/span><\/strong> Effects that read \u201cAs [this permanent] is turned face up . . . ,\u201d are replacement effects.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-614-2\">614.2<\/a><\/strong>. Some replacement effects apply to damage from a source. See rule <a href=\"#rule-609-7\">609.7<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614-3\">614.3<\/a><\/strong>. There are no special restrictions on casting a spell or activating an ability that generates a replacement effect. Such effects last until they\u2019re used up or their duration has expired.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614-4\">614.4<\/a><\/strong>. Replacement effects must exist before the appropriate event occurs\u2014they can\u2019t \u201cgo back in time\u201d and change something that\u2019s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player can activate an ability to regenerate a creature in response to a spell that would destroy it. Once the spell resolves, though, it\u2019s too late to regenerate the creature.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614-5\">614.5<\/a><\/strong>. A replacement effect doesn\u2019t invoke itself repeatedly; it gets only one opportunity to affect an event or any modified events that may replace that event.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls two permanents, each with an ability that reads \u201cIf a creature you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.\u201d A creature that normally deals 2 damage will deal 8 damage\u2014not just 4, and not an infinite amount.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614-6\">614.6<\/a><\/strong>. If an event is 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\u2019t be carried out, in which case the impossible instruction is simply ignored.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614-7\">614.7<\/a><\/strong>. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn\u2019t do anything.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-7a\">614.7a<\/span><\/strong> If a source would deal 0 damage, it does not deal damage at all. Replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-614-8\">614.8<\/a><\/strong>. Regeneration is a destruction-replacement effect. The word \u201cinstead\u201d doesn\u2019t appear on the card but is implicit in the definition of regeneration. \u201cRegenerate [permanent]\u201d means \u201cThe next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it\u2019s an attacking or blocking creature, remove it from combat.\u201d Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See rule <a href=\"#rule-701-19\">701.19<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614-9\">614.9<\/a><\/strong>. Some effects replace damage dealt to one battle, creature, planeswalker, or player with the same damage dealt to another battle, creature, planeswalker, or player; such effects are called redirection effects. If one of those permanents is no longer on the battlefield when the damage would be redirected, or is no longer a battle, creature, or planeswalker when the damage would be redirected, the effect does nothing. If damage would be redirected to or from a player who has left the game, the effect does nothing.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614-10\">614.10<\/a><\/strong>. An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. \u201cSkip [something]\u201d is the same as \u201cInstead of doing [something], do nothing.\u201d Once a step, phase, or turn has started, it can no longer be skipped\u2014any skip effects will wait until the next occurrence.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-10a\">614.10a<\/span><\/strong> Anything scheduled for a skipped step, phase, or turn won\u2019t happen. Anything scheduled for the \u201cnext\u201d occurrence of something waits for the first occurrence that isn\u2019t skipped. If two effects each cause a player to skip their next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-10b\">614.10b<\/span><\/strong> Some effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-614-11\">614.11<\/a><\/strong>. Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player\u2019s library.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-11a\">614.11a<\/span><\/strong> If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-11b\">614.11b<\/span><\/strong> If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-614-12\">614.12<\/a><\/strong>. Some replacement effects modify how a permanent enters the battlefield. (See rules <a href=\"#rule-614-1c\">614.1c\u2013d<\/a>.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule <a href=\"#rule-616-1\">616.1<\/a>), continuous effects from the permanent\u2019s own static abilities that would apply to it once it\u2019s on the battlefield, and continuous effects that already exist and would apply to the permanent.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Voice of All says \u201cAs this creature enters, choose a color\u201d and \u201cThis creature has protection from the chosen color.\u201d An effect creates a token that\u2019s a copy of Voice of All. As that token is created, the token\u2019s controller chooses a color for it.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Yixlid Jailer says \u201cCards in graveyards lose all abilities.\u201d Scarwood Treefolk says \u201cThis creature enters tapped.\u201d A Scarwood Treefolk that\u2019s put onto the battlefield from a graveyard enters the battlefield tapped.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Orb of Dreams is an artifact that says \u201cPermanents enter tapped.\u201d It won\u2019t affect itself, so Orb of Dreams enters the battlefield untapped.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-12a\">614.12a<\/span><\/strong> If a replacement effect that modifies how a permanent enters the battlefield requires a choice, that choice is made before the permanent enters the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-12b\">614.12b<\/span><\/strong> If multiple replacement effects that require choices from a player would modify how multiple permanents enter the battlefield simultaneously, that player may not make choices for those effects that would cause the combined costs of those effects to not be payable.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-12c\">614.12c<\/span><\/strong> Some replacement effects cause a permanent to enter the battlefield with its controller\u2019s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. \u201c[Anchor word] \u2014 [ability]\u201d means \u201cAs long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [ability].\u201d The abilities preceded by anchor words are each linked to the ability that causes a player to choose between them. See rule <a href=\"#rule-607\">607<\/a>, \u201cLinked Abilities.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-614-13\">614.13<\/a><\/strong>. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-13a\">614.13a<\/span><\/strong> While applying an effect that modifies how a permanent enters the battlefield, you may have to choose a number of objects that will also change zones. You can\u2019t choose the object that will become that permanent or any other object entering the battlefield at the same time as that object.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Sutured Ghoul says, in part, \u201cAs this creature enters, exile any number of creature cards from your graveyard.\u201d If Sutured Ghoul and Runeclaw Bear enter the battlefield from your graveyard at the same time, you can\u2019t choose to exile either of them when applying Sutured Ghoul\u2019s replacement effect.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-13b\">614.13b<\/span><\/strong> The same object can\u2019t be chosen to change zones more than once when applying replacement effects that modify how one or more permanents enter the battlefield.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Jund (a plane card) says, \u201cWhenever a player casts a black, red, or green creature spell, it gains devour 5.\u201d A player controls Runeclaw Bear and casts Thunder-Thrash Elder, a red creature spell with devour 3. As Thunder-Thrash Elder enters the battlefield, its controller can choose to sacrifice Runeclaw Bear when applying the devour 3 effect or when applying the devour 5 effect, but not both. Thunder-Thrash Elder will enter the battlefield with zero, three, or five &#043;1\/&#043;1 counters, depending on this choice.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-13c\">614.13c<\/span><\/strong> While applying a replacement effect that modifies how a permanent enters the battlefield, another replacement effect may cause a player to mill cards or exile cards from the top of a library. In that case, any card that is entering the battlefield from that library won\u2019t be included in that effect, even though those cards are in the library as the effect is applied.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Ashiok, Wicked Manipulator has an ability that reads \u201cIf you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead.\u201d Breeding Pool is a land that reads, in part, \u201cAs this land enters, you may pay 2 life.\u201d If an effect allows a player to play Breeding Pool from the top of their library while they control Ashiok, and they choose to pay life as Breeding Pool enters, Ashiok\u2019s replacement effect will ignore Breeding Pool, because it is entering the battlefield, and the next two cards will be exiled.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-614-14\">614.14<\/a><\/strong>. An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be exiled, and another ability that refers either to \u201cthe exiled cards\u201d or to cards \u201cexiled with [this object].\u201d These abilities are linked: the second refers only to cards in the exile zone that were put there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can\u2019t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See rule <a href=\"#rule-607\">607<\/a>, \u201cLinked Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614-15\">614.15<\/a><\/strong>. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability\u2019s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614-16\">614.16<\/a><\/strong>. Some replacement effects apply \u201cif an effect would create one or more tokens\u201d or \u201cif an effect would put one or more counters on a permanent.\u201d These replacement effects apply if the effect of a resolving spell or ability creates a token or puts a counter on a permanent, and they also apply if another replacement or prevention effect does so, even if the original event being modified wasn\u2019t itself an effect.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-614-17\">614.17<\/a><\/strong>. Some effects state that something can\u2019t happen. These effects aren\u2019t replacement effects, but follow similar rules.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-17a\">614.17a<\/span><\/strong> \u201cCan\u2019t\u201d effects must exist before the appropriate event occurs\u2014they can\u2019t \u201cgo back in time\u201d and change something that\u2019s already happened.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-17b\">614.17b<\/span><\/strong> If an event can\u2019t happen, a player can\u2019t choose to pay a cost that includes that event.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-17c\">614.17c<\/span><\/strong> If an event can\u2019t happen, it can only be replaced by a self-replacement effect (see rule <a href=\"#rule-614-15\">614.15<\/a>). Other replacement and\/or prevention effects can\u2019t modify or replace it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-614-17d\">614.17d<\/span><\/strong> Some \u201ccan\u2019t\u201d effects modify how a permanent enters the battlefield or whether it can enter the battlefield. Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which \u201ccan\u2019t\u201d effects apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule <a href=\"#rule-616-1\">616.1<\/a>), continuous effects from the permanent\u2019s own static abilities that would apply to it once it\u2019s on the battlefield, and continuous effects that already exist and would apply to the permanent.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-615\"><\/p>\n<h4 id=\"rule-615\">615. Prevention Effects<\/h4>\n<p><\/strong><strong><span id=\"rule-615-1\">615.1<\/a><\/strong>. Some continuous effects are prevention effects. Like replacement effects (see rule <a href=\"#rule-614\">614<\/a>), prevention effects apply continuously as events happen\u2014they aren\u2019t locked in ahead of time. Such effects watch for a damage event that would happen and completely or partially prevent the damage that would be dealt. They act like \u201cshields\u201d around whatever they\u2019re affecting.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-615-1a\">615.1a<\/span><\/strong> Effects that use the word \u201cprevent\u201d are prevention effects. Prevention effects use \u201cprevent\u201d to indicate what damage will not be dealt.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-615-2\">615.2<\/a><\/strong>. Many prevention effects apply to damage from a source. See rule <a href=\"#rule-609-7\">609.7<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-615-3\">615.3<\/a><\/strong>. There are no special restrictions on casting a spell or activating an ability that generates a prevention effect. Such effects last until they\u2019re used up or their duration has expired.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-615-4\">615.4<\/a><\/strong>. Prevention effects must exist before the appropriate damage event occurs\u2014they can\u2019t \u201cgo back in time\u201d and change something that\u2019s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player can activate an ability that prevents damage in response to a spell that would deal damage. Once the spell resolves, though, it\u2019s too late to prevent the damage.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-615-5\">615.5<\/a><\/strong>. Some prevention effects also include an additional effect, which may refer to the amount of damage that was prevented. The prevention takes place at the time the original event would have happened; the rest of the effect takes place immediately afterward.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-615-6\">615.6<\/a><\/strong>. If damage that would be dealt is prevented, it never happens. A modified event may occur instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can\u2019t be carried out, in which case the impossible instruction is simply ignored.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-615-7\">615.7<\/a><\/strong>. Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage\u2014for example, \u201cPrevent the next 3 damage that would be dealt to any target this turn.\u201d These work like shields. Each 1 damage that would be dealt to the \u201cshielded\u201d permanent or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded permanent or player by two or more applicable sources at the same time, the player or the controller of the permanent chooses which damage the shield prevents. 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\u2019t matter.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-615-8\">615.8<\/a><\/strong>. Some prevention effects generated by the resolution of a spell or ability refer to the next time a specific source would deal damage. These effects prevent the next instance of damage from that source, regardless of how much damage that is. Once an instance of damage from that source has been prevented, any subsequent instances of damage that would be dealt by that source are dealt normally.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-615-9\">615.9<\/a><\/strong>. Some effects generated by the resolution of a spell or ability prevent damage from a source of a player\u2019s choice with certain properties. When the source would deal damage, the shield rechecks the source\u2019s properties. If the properties no longer match, the damage isn\u2019t prevented or replaced and the shield isn\u2019t used up. See rule <a href=\"#rule-609-7b\">609.7b<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-615-10\">615.10<\/a><\/strong>. Some prevention effects generated by static abilities refer to a specific amount of damage\u2014for example, \u201cIf a source would deal damage to you, prevent 1 of that damage.\u201d Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Daunting Defender says \u201cIf a source would deal damage to a Cleric creature you control, prevent 1 of that damage.\u201d Pyroclasm says \u201cPyroclasm deals 2 damage to each creature.\u201d Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting Defender\u2019s controller. It will deal 2 damage to each other creature.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-615-11\">615.11<\/a><\/strong>. Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Wojek Apothecary has an ability that says \u201c{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.\u201d When the ability resolves, it gives the target creature and each other creature on the battlefield that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures\u2019 colors after the ability resolves doesn\u2019t add or remove shields, and creatures that enter the battlefield later in the turn don\u2019t get the shield.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-615-12\">615.12<\/a><\/strong>. Some effects state that damage \u201ccan\u2019t be prevented.\u201d If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won\u2019t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won\u2019t be reduced by damage that can\u2019t be prevented.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-615-12a\">615.12a<\/span><\/strong> A prevention effect is applied to any particular unpreventable damage event just once. It won\u2019t invoke itself repeatedly trying to prevent that damage.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-615-13\">615.13<\/a><\/strong>. Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-616\"><\/p>\n<h4 id=\"rule-616\">616. Interaction of Replacement and\/or Prevention Effects<\/h4>\n<p><\/strong><strong><span id=\"rule-616-1\">616.1<\/a><\/strong>. If two or more replacement and\/or prevention effects are attempting to modify the way an event affects an object or player, the affected object\u2019s controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule <a href=\"#rule-101-4\">101.4<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-616-1a\">616.1a<\/span><\/strong> If any of the replacement and\/or prevention effects are self-replacement effects (see rule <a href=\"#rule-614-15\">614.15<\/a>), one of them must be chosen. If not, proceed to rule <a href=\"#rule-616-1b\">616.1b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-616-1b\">616.1b<\/span><\/strong> If any of the replacement and\/or prevention effects would modify under whose control an object would enter the battlefield, one of them must be chosen. If not, proceed to rule <a href=\"#rule-616-1c\">616.1c<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-616-1c\">616.1c<\/span><\/strong> If any of the replacement and\/or prevention effects would cause an object to become a copy of another object as it enters the battlefield, one of them must be chosen. If not, proceed to rule <a href=\"#rule-616-1d\">616.1d<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-616-1d\">616.1d<\/span><\/strong> If any of the replacement and\/or prevention effects would cause a card to enter the battlefield with its back face up, one of them must be chosen (See rule <a href=\"#rule-701-27\">701.27<\/a>, \u201cTransform,\u201d and rule <a href=\"#rule-701-28\">701.28<\/a>, \u201cConvert.\u201d). If not, proceed to <a href=\"#rule-616-1e\">616.1e<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-616-1e\">616.1e<\/span><\/strong> Any of the applicable replacement and\/or prevention effects may be chosen.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-616-1f\">616.1f<\/span><\/strong> Once the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would now be applicable) until there are no more left to apply.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Two permanents are on the battlefield. One is an enchantment that reads \u201cIf a card would be put into a graveyard from anywhere, instead exile it,\u201d and the other is a creature that reads \u201cIf this creature would die, instead shuffle it into its owner\u2019s library.\u201d If the creature is destroyed, its controller decides which replacement to apply first; the other does nothing.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Essence of the Wild reads \u201cCreatures you control enter as a copy of this creature.\u201d A player who controls Essence of the Wild casts Rusted Sentinel, which normally enters the battlefield tapped. As it enters the battlefield, the copy effect from Essence of the Wild is applied first. As a result, it no longer has the ability that causes it to enter the battlefield tapped. Rusted Sentinel will enter the battlefield as an untapped copy of Essence of the Wild.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-616-1g\">616.1g<\/span><\/strong> While following the steps in <a href=\"#rule-616-1a\">616.1a\u2013f<\/a>, one replacement or prevention effect may apply to an event, and another may apply to an event contained within the first event. In this case, the second effect can\u2019t be chosen until after the first effect has been chosen.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player is instructed to create a token that\u2019s a copy of Voice of All, which has the ability \u201cAs this creature enters, choose a color.\u201d Doubling Season has an ability that reads \u201cIf an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.\u201d Because entering the battlefield is an event contained within the event of creating a token, the effect of Doubling Season must be applied first, and then the effects of the two Voice of All tokens may be applied in either order.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-616-2\">616.2<\/a><\/strong>. A replacement or prevention effect can become applicable to an event as the result of another replacement or prevention effect that modifies the event.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> One effect reads \u201cIf you would gain life, draw that many cards instead,\u201d and another reads \u201cIf you would draw a card, return a card from your graveyard to your hand instead.\u201d Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from their graveyard into their hand.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<h3 id=\"section-7\">7. Additional Rules<\/h3>\n<p><strong><span id=\"rule-700\"><\/p>\n<h4 id=\"rule-700\">700. General<\/h4>\n<p><\/strong><strong><span id=\"rule-700-1\">700.1<\/a><\/strong>. Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they\u2019re looking for. One \u201chappening\u201d may be treated as a single event by one ability and as multiple events by another.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If an attacking creature is blocked by two creatures, this is one event for a triggered ability that reads \u201cWhenever this creature becomes blocked\u201d but two events for a triggered ability that reads \u201cWhenever this creature becomes blocked by a creature.\u201d<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-700-2\">700.2<\/a><\/strong>. A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as \u201cChoose one \u2014.\u201d Each of those options is a mode. Modal cards printed prior to the Khans of Tarkir\u2122 set didn\u2019t use bulleted lists for the modes; these cards have received errata in the Oracle card reference so the modes do appear in a bulleted list.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-2a\">700.2a<\/span><\/strong> The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can\u2019t be chosen. (See rule <a href=\"#rule-601-2b\">601.2b<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-2b\">700.2b<\/span><\/strong> The controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can\u2019t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule <a href=\"#rule-603-3c\">603.3c<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-2c\">700.2c<\/span><\/strong> If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if they chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule <a href=\"#rule-601-2c\">601.2c<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-2d\">700.2d<\/span><\/strong> If a player is allowed to choose more than one mode for a modal spell or ability, that player normally can\u2019t choose the same mode more than once. However, some modal spells include the instruction \u201cYou may choose the same mode more than once.\u201d If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If that mode requires a target, the same player or object may be chosen as the target for each of those modes, or different targets may be chosen.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-2e\">700.2e<\/span><\/strong> Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability\u2019s controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability\u2019s controller decides which of those players will make the choice.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-2f\">700.2f<\/span><\/strong> Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability\u2019s target can\u2019t change its mode.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-2g\">700.2g<\/span><\/strong> A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can\u2019t choose a different mode. (See rule <a href=\"#rule-707-10\">707.10<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-2h\">700.2h<\/span><\/strong> Some modal spells have one or more modes with a cost listed before the effect of that mode. This indicates that the mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-2i\">700.2i<\/span><\/strong> Some modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose up to a specified number of {P} \u201cworth of modes.\u201d While casting such a spell, its controller can choose any number of modes such that the total number of pawprint symbols listed for the chosen modes is not greater than the specified number.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-700-3\">700.3<\/a><\/strong>. Some effects cause objects to be temporarily grouped into piles.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-3a\">700.3a<\/span><\/strong> Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-3b\">700.3b<\/span><\/strong> Each object in a pile is still an individual object. The pile is not an object.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-3c\">700.3c<\/span><\/strong> Objects grouped into piles don\u2019t leave the zone they\u2019re currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Fact or Fiction reads, \u201cReveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.\u201d While an opponent is separating the revealed cards into piles, they\u2019re still in their owner\u2019s library. They don\u2019t leave the library until they\u2019re put into their owner\u2019s hand or graveyard.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-3d\">700.3d<\/span><\/strong> A pile can contain zero or more objects.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-700-4\">700.4<\/a><\/strong>. The term dies means \u201cis put into a graveyard from the battlefield.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-700-5\">700.5<\/a><\/strong>. A player\u2019s devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls. A player\u2019s devotion to [color 1] and [color 2] is equal to the number of mana symbols among the mana costs of permanents that player controls that are [color 1], [color 2], or both colors.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-5a\">700.5a<\/span><\/strong> A player\u2019s devotion to each color and combination of colors, taking into account any effects that modify devotion, is calculated after considering any copy, control, or text-changing effects but before any other effects that modify the characteristics of permanents. This is an exception to <a href=\"#rule-613-10\">613.10<\/a>. See also rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects.\u201d<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Altar of the Pantheon is an artifact with no colored mana in its cost and an ability that says \u201cYour devotion to each color and each combination of colors is increased by one.\u201d Purphoros, God of the Forge is a permanent mana cost {3}{R} and an ability that says \u201cAs long as your devotion to red is less than five, Purphoros isn\u2019t a creature.\u201d If a player controls both of these permanents and another permanent that costs {R}{R}{R}, that player\u2019s devotion to red is calculated to be five before Purphoros\u2019s type-changing effect is applied, and Purphoros is a creature.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-700-6\">700.6<\/a><\/strong>. The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-700-7\">700.7<\/a><\/strong>. If an ability uses a phrase such as \u201cthis [something]\u201d to identify an object, where [something] is a characteristic or other quality, it is referring to that particular object, even if it isn\u2019t the appropriate quality at the time.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An ability reads \u201cTarget creature gets &#043;2\/&#043;2 until end of turn. Destroy that creature at the beginning of the next end step.\u201d The ability will destroy the object it gave &#043;2\/&#043;2 to even if that object isn\u2019t a creature at the beginning of the next end step.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-700-8\">700.8<\/a><\/strong>. Some cards refer to a player\u2019s party. A player\u2019s party consists of up to one Cleric creature that player controls, up to one Rogue creature they control, up to one Warrior creature they control, and up to one Wizard creature they control.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-8a\">700.8a<\/span><\/strong> If a spell, ability, or effect needs to determine the number of creatures in a player\u2019s party, the calculation of that number is performed automatically by the game and results in a number between zero and four. Players don\u2019t declare which specific creatures they control are in their party for such an effect.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-8b\">700.8b<\/span><\/strong> If a creature has multiple creature types for which it could be the party member, it is counted as the party member for only one of those types. If there are different ways to count such a creature that results in different numbers of creatures in a player\u2019s party, it is counted in such a way to get the highest result.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-8c\">700.8c<\/span><\/strong> A player has a full party if there are four creatures in that player\u2019s party.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-8d\">700.8d<\/span><\/strong> One card, Stick Together, instructs players to choose a party from among creatures they control. To do so, for each of the creature types listed in rule <a href=\"#rule-700-8\">700.8<\/a>, each player chooses up to one creature they control of that type.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-700-9\">700.9<\/a><\/strong>. Some cards refer to modified permanents. A permanent is modified if it has one or more counters on it (see rule <a href=\"#rule-122\">122<\/a>), if it is equipped (see rule <a href=\"#rule-301-5\">301.5<\/a>), or if it is enchanted by an Aura that is controlled by that permanent\u2019s controller (see rule <a href=\"#rule-303-4\">303.4<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-700-10\">700.10<\/a><\/strong>. Some cards refer to a permanent \u201cthat was activated this turn.\u201d This means that the permanent was the source of an ability that was activated this turn, regardless of whether that permanent still has that activated ability or the player who activated it is still in the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-700-11\">700.11<\/a><\/strong>. Some cards refer to whether a player has \u201cdescended this turn.\u201d This means that a permanent card has been put into that player\u2019s graveyard from anywhere this turn. \u201cThe number of times [a player] descended this turn\u201d means \u201cthe number of permanent cards put into [that player\u2019s] graveyard from anywhere this turn.\u201d In both cases, no permanent cards put into the player\u2019s graveyard that turn are required to still be in that graveyard.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-700-12\">700.12<\/a><\/strong>. The term outlaw refers to an object that has the Assassin, Mercenary, Pirate, Rogue, and\/or Warlock creature types.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-700-12a\">700.12a<\/span><\/strong> Some cards refer to outlaws that a player controls. Only outlaw permanents are considered for these effects unless otherwise specified.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-700-13\">700.13<\/a><\/strong>. Some cards refer to committing a crime. A player commits a crime as that player casts a spell, activates an ability, or puts a triggered ability on the stack and that spell or ability targets at least one opponent; at least one permanent, spell, or ability an opponent controls; and\/or at least one card in an opponent\u2019s graveyard.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-700-14\">700.14<\/a><\/strong>. Some abilities trigger \u201cWhenever you expend N.\u201d A player expends N if they pay a cost to cast a spell and the amount of mana that player spent this turn to cast spells prior to paying that cost was less than N and became at least N after paying that cost.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player casts Bark-Knuckle Boxer, which costs {1}{G} and reads \u201cWhenever you expend 4, this creature gains indestructible until end of turn.\u201d After it resolves, that player casts Divination, a spell that costs {2}{U}. Prior to paying the cost to cast Divination, that player has spent two mana to cast spells this turn. After paying the cost, they have spent five mana to cast spells this turn. Since they have now spent at least four mana to cast spells this turn, Bark-Knuckle Boxer\u2019s ability triggers.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-700-15\">700.15<\/a><\/strong>. The term enter[s] is short for \u201center[s] the battlefield.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-701\"><\/p>\n<h4 id=\"rule-701\">701. Keyword Actions<\/h4>\n<p><\/strong><strong><span id=\"rule-701-1\">701.1<\/a><\/strong>. Most actions described in a card\u2019s rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These \u201ckeywords\u201d are game terms; sometimes reminder text summarizes their meanings.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-701-2\">701.2<\/a><\/strong>. Activate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-2a\">701.2a<\/span><\/strong> To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object\u2019s controller (or its owner, if it doesn\u2019t have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if they have priority. See rule <a href=\"#rule-602\">602<\/a>, \u201cActivating Activated Abilities.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-3\">701.3<\/a><\/strong>. Attach<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-3a\">701.3a<\/span><\/strong> To attach an Aura, Equipment, or Fortification to an object or player means to take it from where it currently is and put it onto that object or player. If something is attached to a permanent on the battlefield, it\u2019s customary to place it so that it\u2019s physically touching the permanent. An Aura, Equipment, or Fortification can\u2019t be attached to an object or player it couldn\u2019t enchant, equip, or fortify, respectively.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-3b\">701.3b<\/span><\/strong> If an effect tries to attach an Aura, Equipment, or Fortification to an object or player it can\u2019t be attached to, the Aura, Equipment, or Fortification doesn\u2019t move. If an effect tries to attach an Aura, Equipment, or Fortification to the object or player it\u2019s already attached to, the effect does nothing. If an effect tries to attach an object that isn\u2019t an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesn\u2019t move.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-3c\">701.3c<\/span><\/strong> Attaching an Aura, Equipment, or Fortification on the battlefield to a different object or player causes the Aura, Equipment, or Fortification to receive a new timestamp.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-3d\">701.3d<\/span><\/strong> To \u201cunattach\u201d an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or player ceases to be attached to it, that counts as \u201cbecoming unattached [from that object or player]\u201d; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-4\">701.4<\/a><\/strong>. Behold<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-4a\">701.4a<\/span><\/strong> \u201cBehold a [quality]\u201d means \u201cReveal a [quality] card from your hand or choose a [quality] permanent you control on the battlefield.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-4b\">701.4b<\/span><\/strong> The phrase \u201cif a [quality] was beheld\u201d refers to whether or not the object had that quality at the time the player took that action, regardless of whether or not the revealed card or chosen permanent still has that quality as the spell or ability including that phrase resolves.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-5\">701.5<\/a><\/strong>. Cast<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-5a\">701.5a<\/span><\/strong> To cast a spell is to take it from the zone it\u2019s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-5b\">701.5b<\/span><\/strong> To cast a card is to cast it as a spell.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-6\">701.6<\/a><\/strong>. Counter<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-6a\">701.6a<\/span><\/strong> To counter a spell or ability means to cancel it, removing it from the stack. It doesn\u2019t resolve and none of its effects occur. A countered spell is put into its owner\u2019s graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-6b\">701.6b<\/span><\/strong> The player who cast a countered spell or activated a countered ability doesn\u2019t get a \u201crefund\u201d of any costs that were paid.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-7\">701.7<\/a><\/strong>. Create<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-7a\">701.7a<\/span><\/strong> To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-7b\">701.7b<\/span><\/strong> If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-7c\">701.7c<\/span><\/strong> Previously, an effect that created tokens instructed a player to \u201cput [those tokens] onto the battlefield.\u201d Cards that were printed with that text have received errata in the Oracle card reference so they now \u201ccreate\u201d those tokens.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-8\">701.8<\/a><\/strong>. Destroy<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-8a\">701.8a<\/span><\/strong> To destroy a permanent, move it from the battlefield to its owner\u2019s graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-8b\">701.8b<\/span><\/strong> The only ways a permanent can be destroyed are as a result of an effect that uses the word \u201cdestroy\u201d or as a result of the state-based actions that check for lethal damage (see rule <a href=\"#rule-704-5g\">704.5g<\/a>) or damage from a source with deathtouch (see rule <a href=\"#rule-704-5h\">704.5h<\/a>). If a permanent is put into its owner\u2019s graveyard for any other reason, it hasn\u2019t been \u201cdestroyed.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-8c\">701.8c<\/span><\/strong> A regeneration effect replaces a destruction event. See rule <a href=\"#rule-701-19\">701.19<\/a>, \u201cRegenerate.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-9\">701.9<\/a><\/strong>. Discard<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-9a\">701.9a<\/span><\/strong> To discard a card, move it from its owner\u2019s hand to that player\u2019s graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-9b\">701.9b<\/span><\/strong> By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-9c\">701.9c<\/span><\/strong> If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner\u2019s graveyard without being revealed, all values of that card\u2019s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule <a href=\"#rule-732\">732<\/a>, \u201cHandling Illegal Actions\u201d).<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-10\">701.10<\/a><\/strong>. Double<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-10a\">701.10a<\/span><\/strong> Doubling a creature\u2019s power and\/or toughness creates a continuous effect. This effect modifies that creature\u2019s power and\/or toughness but doesn\u2019t set those characteristics to a specific value. See rule <a href=\"#rule-613-4c\">613.4c<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-10b\">701.10b<\/span><\/strong> To double a creature\u2019s power, that creature gets &#043;X\/&#043;0, where X is that creature\u2019s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature\u2019s toughness gives it &#043;0\/&#043;X, where X is that creature\u2019s toughness. Doubling a creature\u2019s power and toughness gives it &#043;X\/&#043;Y, where X is its power and Y is its toughness.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-10c\">701.10c<\/span><\/strong> If a creature\u2019s power is less than 0 when it\u2019s doubled, doubling that creature\u2019s power instead means that the creature gets -X\/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0\/-X. If one characteristic\u2019s value is negative but the other isn\u2019t when both are doubled, it gets -X\/&#043;Y or &#043;X\/-Y, as appropriate.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-10d\">701.10d<\/span><\/strong> To double a player\u2019s life total, the player gains or loses an amount of life such that their new life total is twice its current value.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-10e\">701.10e<\/span><\/strong> To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-10f\">701.10f<\/span><\/strong> To double the amount of a type of mana in a player\u2019s mana pool, that player adds an amount of mana of that type equal to the amount they already have.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-10g\">701.10g<\/span><\/strong> To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-11\">701.11<\/a><\/strong>. Triple<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-11a\">701.11a<\/span><\/strong> Tripling a creature\u2019s power and\/or toughness creates a continuous effect. This effect modifies that creature\u2019s power and\/or toughness but doesn\u2019t set those characteristics to a specific value. See rule <a href=\"#rule-613-4c\">613.4c<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-11b\">701.11b<\/span><\/strong> To triple a creature\u2019s power, that creature gets &#043;X\/&#043;0, where X is twice that creature\u2019s power as the spell or ability that triples its power resolves. Similarly, an effect that triples a creature\u2019s toughness gives it &#043;0\/&#043;X, where X is twice that creature\u2019s toughness. Tripling a creature\u2019s power and toughness gives it &#043;X\/&#043;Y, where X is twice its power and Y is twice its toughness.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-11c\">701.11c<\/span><\/strong> If a creature\u2019s power is less than 0 when it\u2019s tripled, tripling that creature\u2019s power instead means that the creature gets -X\/-0, where X is twice the difference between 0 and its power. Similarly, if its toughness is less than 0 when tripled, it gets -0\/-X. If one characteristic\u2019s value is negative but the other isn\u2019t when both are tripled, it gets -X\/&#043;Y or &#043;X\/-Y, as appropriate.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-12\">701.12<\/a><\/strong>. Exchange<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-12a\">701.12a<\/span><\/strong> A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can\u2019t be completed, no part of the exchange occurs.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-12b\">701.12b<\/span><\/strong> When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-12c\">701.12c<\/span><\/strong> When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player\u2019s previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who can\u2019t gain life can\u2019t be given a higher life total this way, and a player who can\u2019t lose life can\u2019t be given a lower life total this way (see rules <a href=\"#rule-119-7\">119.7<\/a>\u20138).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-12d\">701.12d<\/span><\/strong> Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player\u2019s hand). These spells and abilities work the same as other \u201cexchange\u201d spells and abilities, except they can exchange the cards only if all the cards are owned by the same player, and they can exchange the cards even if one zone is empty.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-12e\">701.12e<\/span><\/strong> If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-12f\">701.12f<\/span><\/strong> If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-12g\">701.12g<\/span><\/strong> A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. A player who can\u2019t gain life can\u2019t be given a higher life total this way, and a player who can\u2019t lose life can\u2019t be given a lower life total this way (see rules <a href=\"#rule-119-7\">119.7<\/a>\u20138). If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule <a href=\"#rule-613-4b\">613.4b<\/a>). This rule does not apply to spells and abilities that switch a creature\u2019s power and toughness.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-12h\">701.12h<\/span><\/strong> One card (Exchange of Words) instructs a player to exchange the text boxes of two creatures. This creates a text-changing effect (see rule <a href=\"#rule-612\">612<\/a>, \u201cText-Changing Effects\u201d). In such an exchange, the rules text of each permanent becomes the previous rules text of the other.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-13\">701.13<\/a><\/strong>. Exile<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-13a\">701.13a<\/span><\/strong> To exile an object, move it to the exile zone from wherever it is. See rule <a href=\"#rule-406\">406<\/a>, \u201cExile.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-14\">701.14<\/a><\/strong>. Fight<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-14a\">701.14a<\/span><\/strong> A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-14b\">701.14b<\/span><\/strong> If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-14c\">701.14c<\/span><\/strong> If a creature fights itself, it deals damage to itself equal to twice its power.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-14d\">701.14d<\/span><\/strong> The damage dealt when a creature fights isn\u2019t combat damage.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-15\">701.15<\/a><\/strong>. Goad<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-15a\">701.15a<\/span><\/strong> Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature is goaded.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-15b\">701.15b<\/span><\/strong> Goaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other than the controller of the permanent, spell, or ability that caused it to be goaded if able. Goaded is neither an ability nor part of the permanent\u2019s copiable values.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-15c\">701.15c<\/span><\/strong> A creature can be goaded by multiple players. Doing so creates additional combat requirements.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-15d\">701.15d<\/span><\/strong> Once a player has goaded a creature, the same player goading it again has no effect. Doing so doesn\u2019t create additional combat requirements.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-16\">701.16<\/a><\/strong>. Investigate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-16a\">701.16a<\/span><\/strong> \u201cInvestigate\u201d means \u201cCreate a Clue token.\u201d See rule <a href=\"#rule-111-10f\">111.10f<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-17\">701.17<\/a><\/strong>. Mill<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-17a\">701.17a<\/span><\/strong> For a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-17b\">701.17b<\/span><\/strong> A player can\u2019t mill a number of cards greater than the number of cards in their library. If given the choice to do so, they can\u2019t choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can\u2019t pay a cost that includes milling a number of cards greater than the number of cards in their library.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-17c\">701.17c<\/span><\/strong> An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-17d\">701.17d<\/span><\/strong> If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on \u201cthe\u201d card, it performs that action on each milled card. If that ability performs any actions on \u201ca\u201d card, the controller of the ability chooses which card is affected.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-18\">701.18<\/a><\/strong>. Play<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-18a\">701.18a<\/span><\/strong> To play a land means to put it onto the battlefield from the zone it\u2019s in (usually the hand). A player may play a land if they have priority, it\u2019s the main phase of their turn, the stack is empty, and they haven\u2019t played a land this turn. Playing a land is a special action (see rule <a href=\"#rule-116\">116<\/a>), so it doesn\u2019t use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn\u2019t the same as playing a land. See rule <a href=\"#rule-305\">305<\/a>, \u201cLands.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-18b\">701.18b<\/span><\/strong> To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-18c\">701.18c<\/span><\/strong> Some effects instruct a player to \u201cplay\u201d with a certain aspect of the game changed, such as \u201cPlay with the top card of your library revealed.\u201d \u201cPlay\u201d in this sense means to play the Magic game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-18d\">701.18d<\/span><\/strong> Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as \u201cplaying\u201d that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to \u201ccasting\u201d that spell or that card.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-18e\">701.18e<\/span><\/strong> Previously, the action of using an activated ability was referred to on cards as \u201cplaying\u201d that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to \u201cactivating\u201d that ability.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-19\">701.19<\/a><\/strong>. Regenerate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-19a\">701.19a<\/span><\/strong> If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, \u201cRegenerate [permanent]\u201d means \u201cThe next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it\u2019s an attacking or blocking creature, remove it from combat.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-19b\">701.19b<\/span><\/strong> If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, \u201cRegenerate [permanent]\u201d means \u201cInstead remove all damage marked on [permanent] and its controller taps it. If it\u2019s an attacking or blocking creature, remove it from combat.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-19c\">701.19c<\/span><\/strong> Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can\u2019t be regenerated don\u2019t preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-20\">701.20<\/a><\/strong>. Reveal<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-20a\">701.20a<\/span><\/strong> To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, or if a card is revealed because an ability is activated from a hidden zone (see rule <a href=\"#rule-602-2a\">602.2a<\/a>), the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn\u2019t put onto the stack the next time a player would receive priority, the card ceases to be revealed.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-20b\">701.20b<\/span><\/strong> Revealing a card doesn\u2019t cause it to leave the zone it\u2019s in.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-20c\">701.20c<\/span><\/strong> A card that is currently revealed may be revealed again.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Telepathy is an enchantment card that reads \u201cYour opponents play with their hands revealed.\u201d Silvergill Adept is a creature card that reads, in part, \u201cAs an additional cost to cast this spell, reveal a Merfolk card from your hand or pay {3}.\u201d A player may reveal a Merfolk card from their hand to pay the additional cost of Silvergill Adept even if that card is already revealed due to Telepathy\u2019s effect.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-20d\">701.20d<\/span><\/strong> If cards in a player\u2019s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-20e\">701.20e<\/span><\/strong> Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-21\">701.21<\/a><\/strong>. Sacrifice<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-21a\">701.21a<\/span><\/strong> To sacrifice a permanent, its controller moves it from the battlefield directly to its owner\u2019s graveyard. A player can\u2019t sacrifice something that isn\u2019t a permanent, or something that\u2019s a permanent they don\u2019t control. Sacrificing a permanent doesn\u2019t destroy it, so regeneration or other effects that replace destruction can\u2019t affect this action.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-22\">701.22<\/a><\/strong>. Scry<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-22a\">701.22a<\/span><\/strong> To \u201cscry N\u201d means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-22b\">701.22b<\/span><\/strong> If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won\u2019t trigger.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-22c\">701.22c<\/span><\/strong> If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule <a href=\"#rule-101-4\">101.4<\/a>) where to put those cards, then those cards move at the same time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-22d\">701.22d<\/span><\/strong> An ability that triggers whenever a player scries triggers after the process described in rule <a href=\"#rule-701-22a\">701.22a<\/a> is complete, even if some or all of those actions were impossible.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-23\">701.23<\/a><\/strong>. Search<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-23a\">701.23a<\/span><\/strong> To search for a card in a zone, look at all cards in that zone (even if it\u2019s a hidden zone) and find a card that matches the given description.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-23b\">701.23b<\/span><\/strong> If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn\u2019t required to find some or all of those cards even if they\u2019re present in that zone.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Splinter says \u201cExile target artifact. Search its controller\u2019s graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles their library.\u201d A player casts Splinter targeting Howling Mine (an artifact). Howling Mine\u2019s controller has another Howling Mine in her graveyard and two more in her library. Splinter\u2019s controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-23c\">701.23c<\/span><\/strong> If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can\u2019t find any cards.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Lobotomy says \u201cTarget player reveals their hand, then you choose a card other than a basic land card from it. Search that player\u2019s graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles their library.\u201d If the target player has no cards in their hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesn\u2019t exile any cards.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-23d\">701.23d<\/span><\/strong> If a player is searching a hidden zone simply for a quantity of cards, such as \u201ca card\u201d or \u201cthree cards,\u201d that player must find that many cards (or as many as possible, if the zone doesn\u2019t contain enough cards).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-23e\">701.23e<\/span><\/strong> If the effect that contains the search instruction doesn\u2019t also contain instructions to reveal the found card(s), then they\u2019re not revealed.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-23f\">701.23f<\/span><\/strong> If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Aven Mindcensor says, in part, \u201cIf an opponent would search a library, that player searches the top four cards of that library instead.\u201d Veteran Explorer says \u201cWhen this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.\u201d An opponent who searched the top four cards of their library because of Veteran Explorer\u2019s ability would shuffle the entire library.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-23g\">701.23g<\/span><\/strong> If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-23h\">701.23h<\/span><\/strong> An effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-23i\">701.23i<\/span><\/strong> If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule <a href=\"#rule-101-4\">101.4<\/a>) which card to find.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-23j\">701.23j<\/span><\/strong> If an effect instructs a player to search outside the game for a card, that player may choose an appropriate card they own from outside the game.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-24\">701.24<\/a><\/strong>. Shuffle<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-24a\">701.24a<\/span><\/strong> To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-24b\">701.24b<\/span><\/strong> Some effects cause a player to search a library for a card or cards, shuffle that library, then put some or all of the found cards into a different zone or in a certain position in that library. In such cases, the found cards aren\u2019t included in the shuffle, even though they remain in the library at that time. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule <a href=\"#rule-401\">401<\/a>, \u201cLibrary.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-24c\">701.24c<\/span><\/strong> If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they\u2019re expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Guile says, in part, \u201cWhen Guile is put into a graveyard from anywhere, shuffle it into its owner\u2019s library.\u201d It\u2019s put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Black Sun\u2019s Zenith says, in part, \u201cShuffle Black Sun\u2019s Zenith into its owner\u2019s library.\u201d Black Sun\u2019s Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun\u2019s Zenith will be exiled, and its owner\u2019s library will be shuffled.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-24d\">701.24d<\/span><\/strong> If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Loaming Shaman says \u201cWhen this creature enters, target player shuffles any number of target cards from their graveyard into their library.\u201d It enters the battlefield, its ability triggers, and no cards are targeted. When the ability resolves, the targeted player will still have to shuffle their library.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-24e\">701.24e<\/span><\/strong> If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-24f\">701.24f<\/span><\/strong> If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-24g\">701.24g<\/span><\/strong> If an effect would cause a player to shuffle a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library that\u2019s randomized except that the object is in the specified position.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Darksteel Colossus and Gravebane Zombie are put into a player\u2019s graveyard from the battlefield at the same time. Darksteel Colossus says in part \u201cIf Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner\u2019s library instead.\u201d Gravebane Zombie says \u201cIf this creature would die, put it on top of its owner\u2019s library instead.\u201d The player shuffles Darksteel Colossus into their library and puts Gravebane Zombie on top of that library.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-25\">701.25<\/a><\/strong>. Surveil<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-25a\">701.25a<\/span><\/strong> To \u201csurveil N\u201d means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-25b\">701.25b<\/span><\/strong> If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-25c\">701.25c<\/span><\/strong> If a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won\u2019t trigger.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-25d\">701.25d<\/span><\/strong> An ability that triggers whenever a player surveils triggers after the process described in rule <a href=\"#rule-701-25a\">701.25a<\/a> is complete, even if some or all of those actions were impossible.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-26\">701.26<\/a><\/strong>. Tap and Untap<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-26a\">701.26a<\/span><\/strong> To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-26b\">701.26b<\/span><\/strong> To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-27\">701.27<\/a><\/strong>. Transform<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-27a\">701.27a<\/span><\/strong> To transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced tokens and double-faced cards can transform. (See rule <a href=\"#rule-712\">712<\/a>, \u201cDouble-Faced Cards.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-27b\">701.27b<\/span><\/strong> Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won\u2019t trigger when that permanent transforms, and so on.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-27c\">701.27c<\/span><\/strong> If a spell or ability instructs a player to transform a permanent that isn\u2019t represented by a double-faced token or a double-faced card, nothing happens.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-27d\">701.27d<\/span><\/strong> If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is an instant or sorcery face nothing happens.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-27e\">701.27e<\/span><\/strong> Some triggered abilities trigger when an object \u201ctransforms into\u201d an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule <a href=\"#rule-701-28\">701.28<\/a>) and has the specified characteristic immediately after it does so.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-27f\">701.27f<\/span><\/strong> If an activated or triggered ability of a permanent that isn\u2019t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn\u2019t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn\u2019t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-27g\">701.27g<\/span><\/strong> Some spells and abilities refer to a \u201ctransformed permanent.\u201d This phrase refers to a double-faced permanent on the battlefield with its back face up. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously. Similarly, an object represented by more than one card, such as a melded or merged permanent, is never considered a transformed permanent, even if it has components that are back face up. See rules <a href=\"#rule-701-42\">701.42<\/a>, \u201cMeld,\u201d and <a href=\"#rule-729\">729<\/a>, \u201cMerging with Permanents.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-28\">701.28<\/a><\/strong>. Convert<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-28a\">701.28a<\/span><\/strong> To convert a permanent, turn it so that its other face is up. This follows rules <a href=\"#rule-701-27a\">701.27a\u2013f<\/a>, <a href=\"#rule-712-9\">712.9<\/a>\u201310, and <a href=\"#rule-712-18\">712.18<\/a>. Those rules apply to converting a permanent just as they apply to transforming a permanent.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-28b\">701.28b<\/span><\/strong> Although converting a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won\u2019t trigger when that permanent converts, and so on.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-28c\">701.28c<\/span><\/strong> If a spell or ability instructs a player to convert a permanent that isn\u2019t represented by a double-faced token or a double-faced card, nothing happens.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-28d\">701.28d<\/span><\/strong> If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is an instant or sorcery face, nothing happens.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-28e\">701.28e<\/span><\/strong> If an activated or triggered ability of a permanent that isn\u2019t a delayed triggered ability of that permanent tries to convert it, the permanent does so only if it hasn\u2019t converted or transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to convert that permanent, the permanent does so only if it hasn\u2019t converted or transformed since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-28f\">701.28f<\/span><\/strong> If a spell or ability states that a permanent can\u2019t transform, that permanent also can\u2019t convert.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-29\">701.29<\/a><\/strong>. Fateseal<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-29a\">701.29a<\/span><\/strong> To \u201cfateseal N\u201d means to look at the top N cards of an opponent\u2019s library, then put any number of them on the bottom of that library in any order and the rest on top of that library in any order.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-30\">701.30<\/a><\/strong>. Clash<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-30a\">701.30a<\/span><\/strong> To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-30b\">701.30b<\/span><\/strong> \u201cClash with an opponent\u201d means \u201cChoose an opponent. You and that opponent each clash.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-30c\">701.30c<\/span><\/strong> Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule <a href=\"#rule-101-4\">101.4<\/a>) where to put those cards, then those cards move at the same time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-30d\">701.30d<\/span><\/strong> A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-31\">701.31<\/a><\/strong>. Planeswalk<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-31a\">701.31a<\/span><\/strong> A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-31b\">701.31b<\/span><\/strong> To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner\u2019s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-31c\">701.31c<\/span><\/strong> A player may planeswalk as the result of the \u201cplaneswalking ability\u201d (see rule <a href=\"#rule-901-8\">901.8<\/a>), because the owner of a face-up plane card or phenomenon card leaves the game (see rule <a href=\"#rule-901-10\">901.10<\/a>), or because a phenomenon\u2019s triggered ability leaves the stack (see rule <a href=\"#rule-704-6f\">704.6f<\/a>). Abilities may also instruct a player to planeswalk.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-31d\">701.31d<\/span><\/strong> The plane card that\u2019s turned face up is the plane the player planeswalks to. The plane card that\u2019s turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-32\">701.32<\/a><\/strong>. Set in Motion<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-32a\">701.32a<\/span><\/strong> Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule <a href=\"#rule-314\">314<\/a>, \u201cSchemes,\u201d and rule <a href=\"#rule-904\">904<\/a>, \u201cArchenemy.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-32b\">701.32b<\/span><\/strong> To set a scheme in motion, move it off the top of your scheme deck if it\u2019s on top of your scheme deck and turn it face up if it isn\u2019t face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-32c\">701.32c<\/span><\/strong> Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-33\">701.33<\/a><\/strong>. Abandon<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-33a\">701.33a<\/span><\/strong> Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule <a href=\"#rule-314\">314<\/a>, \u201cSchemes,\u201d and rule <a href=\"#rule-904\">904<\/a>, \u201cArchenemy.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-33b\">701.33b<\/span><\/strong> To abandon a scheme, turn it face down and put it on the bottom of its owner\u2019s scheme deck.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-34\">701.34<\/a><\/strong>. Proliferate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-34a\">701.34a<\/span><\/strong> To proliferate means to choose any number of permanents and\/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-34b\">701.34b<\/span><\/strong> In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional poison counter. The player who proliferates chooses which player that is. See rule <a href=\"#rule-810\">810<\/a>, \u201cTwo-Headed Giant Variant.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-35\">701.35<\/a><\/strong>. Detain<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-35a\">701.35a<\/span><\/strong> Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can\u2019t attack or block and its activated abilities can\u2019t be activated.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-36\">701.36<\/a><\/strong>. Populate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-36a\">701.36a<\/span><\/strong> To populate means to choose a creature token you control and create a token that\u2019s a copy of that creature token.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-36b\">701.36b<\/span><\/strong> If you control no creature tokens when instructed to populate, you won\u2019t create a token.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-37\">701.37<\/a><\/strong>. Monstrosity<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-37a\">701.37a<\/span><\/strong> \u201cMonstrosity N\u201d means \u201cIf this permanent isn\u2019t monstrous, put N &#043;1\/&#043;1 counters on it and it becomes monstrous.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-37b\">701.37b<\/span><\/strong> Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent\u2019s copiable values.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-37c\">701.37c<\/span><\/strong> If a permanent\u2019s ability instructs a player to \u201cmonstrosity X,\u201d other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-38\">701.38<\/a><\/strong>. Vote<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-38a\">701.38a<\/span><\/strong> Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-38b\">701.38b<\/span><\/strong> The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-38c\">701.38c<\/span><\/strong> If the text of a spell or ability refers to \u201cvoting,\u201d it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word \u201cvote.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-38d\">701.38d<\/span><\/strong> If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-39\">701.39<\/a><\/strong>. Bolster<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-39a\">701.39a<\/span><\/strong> \u201cBolster N\u201d means \u201cChoose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N &#043;1\/&#043;1 counters on that creature.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-40\">701.40<\/a><\/strong>. Manifest<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-40a\">701.40a<\/span><\/strong> To manifest a card, turn it face down. It becomes a 2\/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it\u2019s turned face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-40b\">701.40b<\/span><\/strong> Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn\u2019t use the stack (see rule <a href=\"#rule-116-2b\">116.2b<\/a>). To do this, show all players that the card representing that permanent is a creature card and what that card\u2019s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn\u2019t a creature card or it doesn\u2019t have a mana cost, it can\u2019t be turned face up this way.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-40c\">701.40c<\/span><\/strong> If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule <a href=\"#rule-702-37e\">702.37e<\/a> to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-40d\">701.40d<\/span><\/strong> If a card with disguise is manifested, its controller may turn that card face up using either the procedure described in rule <a href=\"#rule-702-168d\">702.168d<\/a> to turn a face-down permanent with disguise face up or the procedure described above to turn a manifested permanent face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-40e\">701.40e<\/span><\/strong> If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-40f\">701.40f<\/span><\/strong> If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn\u2019t manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-40g\">701.40g<\/span><\/strong> If a manifested permanent that\u2019s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won\u2019t trigger.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-40h\">701.40h<\/span><\/strong> See rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents,\u201d for more information.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-41\">701.41<\/a><\/strong>. Support<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-41a\">701.41a<\/span><\/strong> \u201cSupport N\u201d on a permanent means \u201cPut a &#043;1\/&#043;1 counter on each of up to N other target creatures.\u201d \u201cSupport N\u201d on an instant or sorcery spell means \u201cPut a &#043;1\/&#043;1 counter on each of up to N target creatures.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-42\">701.42<\/a><\/strong>. Meld<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-42a\">701.42a<\/span><\/strong> Meld is a keyword action that appears in an ability on one card in a meld pair. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards. See rule <a href=\"#rule-712\">712<\/a>, \u201cDouble-Faced Cards.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-42b\">701.42b<\/span><\/strong> Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren\u2019t meld cards, or meld cards that don\u2019t form a meld pair can\u2019t be melded.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-42c\">701.42c<\/span><\/strong> If an effect instructs a player to meld objects that can\u2019t be melded, they stay in their current zone.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player owns and controls Midnight Scavengers and a token that\u2019s a copy of Graf Rats. At the beginning of combat, both are exiled but can\u2019t be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-43\">701.43<\/a><\/strong>. Exert<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-43a\">701.43a<\/span><\/strong> To exert a permanent, you choose to have it not untap during your next untap step.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-43b\">701.43b<\/span><\/strong> A permanent can be exerted even if it\u2019s not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-43c\">701.43c<\/span><\/strong> An object that isn\u2019t on the battlefield can\u2019t be exerted.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-43d\">701.43d<\/span><\/strong> \u201cYou may exert [this creature] as it attacks\u201d is an optional cost to attack (see rule <a href=\"#rule-508-1g\">508.1g<\/a>). Some objects with this static ability have a triggered ability that triggers \u201cwhen you do\u201d printed in the same paragraph. These abilities are linked. (See rule <a href=\"#rule-607-2h\">607.2h<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-44\">701.44<\/a><\/strong>. Explore<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-44a\">701.44a<\/span><\/strong> Certain spells and abilities instruct a permanent to explore. To do so, that permanent\u2019s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a &#043;1\/&#043;1 counter on the exploring permanent and may put the revealed card into their graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-44b\">701.44b<\/span><\/strong> A permanent \u201cexplores\u201d after the process described in rule <a href=\"#rule-701-44a\">701.44a<\/a> is complete, even if some or all of those actions were impossible.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-44c\">701.44c<\/span><\/strong> If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-44d\">701.44d<\/span><\/strong> If multiple permanents are instructed to explore at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule <a href=\"#rule-701-44c\">701.44c<\/a>) one or more of those permanents chooses one of them and it explores. Then this process is repeated for each remaining instruction to explore.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-45\">701.45<\/a><\/strong>. Assemble<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-45a\">701.45a<\/span><\/strong> Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set aren\u2019t included in these rules. See the Unstable FAQ for more information.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-46\">701.46<\/a><\/strong>. Adapt<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-46a\">701.46a<\/span><\/strong> \u201cAdapt N\u201d means \u201cIf this permanent has no &#043;1\/&#043;1 counters on it, put N &#043;1\/&#043;1 counters on it.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-47\">701.47<\/a><\/strong>. Amass<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-47a\">701.47a<\/span><\/strong> To amass [subtype] N means \u201cIf you don\u2019t control an Army creature, create a 0\/0 black [subtype] Army creature token. Choose an Army creature you control. Put N &#043;1\/&#043;1 counters on that creature. If it isn\u2019t a [subtype], it becomes a [subtype] in addition to its other types.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-47b\">701.47b<\/span><\/strong> A player \u201camassed\u201d after the process described in rule <a href=\"#rule-701-47a\">701.47a<\/a> is complete, even if some or all of those actions were impossible.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-47c\">701.47c<\/span><\/strong> The phrases \u201cthe Army you amassed\u201d and \u201cthe amassed Army\u201d refer to the creature you chose, whether or not it received counters.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-47d\">701.47d<\/span><\/strong> Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read \u201camass Zombies N.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-48\">701.48<\/a><\/strong>. Learn<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-48a\">701.48a<\/span><\/strong> \u201cLearn\u201d means \u201cYou may discard a card. If you do, draw a card. If you didn\u2019t discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-49\">701.49<\/a><\/strong>. Venture into the Dungeon<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-49a\">701.49a<\/span><\/strong> If a player is instructed to venture into the dungeon while they don\u2019t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule <a href=\"#rule-309\">309<\/a>, \u201cDungeons.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-49b\">701.49b<\/span><\/strong> If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card\u2019s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player\u2019s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-49c\">701.49c<\/span><\/strong> If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule <a href=\"#rule-309-7\">309.7<\/a>). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-49d\">701.49d<\/span><\/strong> Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to \u201cventure into [quality]\u201d while they don\u2019t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in <a href=\"#rule-701-49b\">701.49b\u2013c<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-50\">701.50<\/a><\/strong>. Connive<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-50a\">701.50a<\/span><\/strong> Certain spells and abilities instruct a permanent to connive. To do so, that permanent\u2019s controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a &#043;1\/&#043;1 counter on the conniving permanent.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-50b\">701.50b<\/span><\/strong> A permanent \u201cconnives\u201d after the process described in rule <a href=\"#rule-701-50a\">701.50a<\/a> is complete, even if some or all of those actions were impossible.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-50c\">701.50c<\/span><\/strong> If a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-50d\">701.50d<\/span><\/strong> If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule <a href=\"#rule-701-50c\">701.50c<\/a>) one or more of those permanents chooses one of them and it connives. Then this process is repeated for each remaining instruction to connive.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-50e\">701.50e<\/span><\/strong> Connive N is a variant of connive. The permanent\u2019s controller draws N cards, discards N cards, then puts a number of &#043;1\/&#043;1 counters on the permanent equal to the number of nonland cards discarded this way.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-51\">701.51<\/a><\/strong>. Open an Attraction<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-51a\">701.51a<\/span><\/strong> A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule <a href=\"#rule-717\">717<\/a>, \u201cAttraction Cards\u201d).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-51b\">701.51b<\/span><\/strong> To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-51c\">701.51c<\/span><\/strong> An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn\u2019t trigger.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-52\">701.52<\/a><\/strong>. Roll to Visit Your Attractions<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-52a\">701.52a<\/span><\/strong> To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been \u201cvisited\u201d and its visit ability triggers. See rule <a href=\"#rule-717\">717<\/a>, \u201cAttraction Cards,\u201d and rule <a href=\"#rule-702-159\">702.159<\/a>, \u201cVisit.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-53\">701.53<\/a><\/strong>. Incubate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-53a\">701.53a<\/span><\/strong> To incubate N, create an Incubator token that enters the battlefield with N &#043;1\/&#043;1 counters on it. See rule <a href=\"#rule-111-10i\">111.10i<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-53b\">701.53b<\/span><\/strong> An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with \u201c{2}: Transform this token.\u201d Its back face is a 0\/0 colorless Phyrexian artifact creature named \u201cPhyrexian Token.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-54\">701.54<\/a><\/strong>. The Ring Tempts You<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-54a\">701.54a<\/span><\/strong> Certain spells and abilities have the text \u201cthe Ring tempts you.\u201d Each time the Ring tempts you, choose a creature you control. That creature becomes your Ring-bearer until another creature becomes your Ring-bearer or another player gains control of it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-54b\">701.54b<\/span><\/strong> Ring-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-54c\">701.54c<\/span><\/strong> If a player doesn\u2019t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring before choosing a creature to be their Ring-bearer. The Ring has \u201cYour Ring-bearer is legendary and can\u2019t be blocked by creatures with greater power.\u201d As long as the Ring has tempted that player two or more times, it has \u201cWhenever your Ring-bearer attacks, draw a card, then discard a card.\u201d As long as the Ring has tempted that player three or more times, it has \u201cWhenever your Ring-bearer becomes blocked by a creature, the blocking creature\u2019s controller sacrifices it at end of combat.\u201d As long as the Ring has tempted that player four or more times, it has \u201cWhenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-54d\">701.54d<\/span><\/strong> Some abilities trigger \u201cWhenever the Ring tempts you.\u201d The Ring tempts a player whenever they complete the actions in <a href=\"#rule-701-54a\">701.54a<\/a>, even if some or all of those actions were impossible.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-54e\">701.54e<\/span><\/strong> Some abilities check to see if a creature \u201cis your Ring-bearer.\u201d For the purposes of those abilities, that condition is true if that creature is on the battlefield under your control and has the Ring-bearer designation.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-55\">701.55<\/a><\/strong>. Face a Villainous Choice<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-55a\">701.55a<\/span><\/strong> \u201c[A player] faces a villainous choice \u2014 [option A], or [option B]\u201d means \u201c[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-55b\">701.55b<\/span><\/strong> While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule <a href=\"#rule-608-2d\">608.2d<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-55c\">701.55c<\/span><\/strong> A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule <a href=\"#rule-701-55a\">701.55a<\/a> is performed for that player the appropriate number of times one at a time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-55d\">701.55d<\/span><\/strong> If more than one player is instructed to face a villainous choice, the entire process described in rule <a href=\"#rule-701-55a\">701.55a<\/a> is performed for each of those players one at a time in APNAP order. This is an exception to rule <a href=\"#rule-608-2e\">608.2e<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-56\">701.56<\/a><\/strong>. Time Travel<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-56a\">701.56a<\/span><\/strong> To time travel means to choose any number of permanents you control with one or more time counters on them and\/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule <a href=\"#rule-702-62\">702.62<\/a>, \u201cSuspend.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-57\">701.57<\/a><\/strong>. Discover<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-57a\">701.57a<\/span><\/strong> \u201cDiscover N\u201d means \u201cExile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell\u2019s mana value is less than or equal to N. If you don\u2019t cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-57b\">701.57b<\/span><\/strong> A player has \u201cdiscovered\u201d after the process described in <a href=\"#rule-701-57a\">701.57a<\/a> is complete, even if some or all of those actions were impossible.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-57c\">701.57c<\/span><\/strong> If the final card exiled during the process described in rule <a href=\"#rule-701-57a\">701.57a<\/a> has mana value N or less, it is the \u201cdiscovered card,\u201d regardless of whether it was cast or put into a player\u2019s hand.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-58\">701.58<\/a><\/strong>. Cloak<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-58a\">701.58a<\/span><\/strong> To cloak a card, turn it face down. It becomes a 2\/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a cloaked permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it\u2019s turned face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-58b\">701.58b<\/span><\/strong> Any time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn\u2019t use the stack (see rule <a href=\"#rule-116-2b\">116.2b<\/a>). To do this, show all players that the card representing that permanent is a creature card and what that card\u2019s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn\u2019t a creature card or it doesn\u2019t have a mana cost, it can\u2019t be turned face up this way.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-58c\">701.58c<\/span><\/strong> If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule <a href=\"#rule-702-37e\">702.37e<\/a> to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-58d\">701.58d<\/span><\/strong> If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule <a href=\"#rule-702-168d\">702.168d<\/a> to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-58e\">701.58e<\/span><\/strong> If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-58f\">701.58f<\/span><\/strong> If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn\u2019t cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-58g\">701.58g<\/span><\/strong> If a cloaked permanent that\u2019s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won\u2019t trigger.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-58h\">701.58h<\/span><\/strong> See rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents,\u201d for more information.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-59\">701.59<\/a><\/strong>. Collect Evidence<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-59a\">701.59a<\/span><\/strong> To \u201ccollect evidence N\u201d means to exile any number of cards from your graveyard with total mana value N or greater.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-59b\">701.59b<\/span><\/strong> If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren\u2019t enough cards to do so) they can\u2019t choose to collect evidence.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-59c\">701.59c<\/span><\/strong> A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule <a href=\"#rule-607\">607<\/a>, \u201cLinked Abilities.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-60\">701.60<\/a><\/strong>. Suspect<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-60a\">701.60a<\/span><\/strong> Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-60b\">701.60b<\/span><\/strong> Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent\u2019s copiable values.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-60c\">701.60c<\/span><\/strong> A suspected permanent has menace and \u201cThis creature can\u2019t block\u201d for as long as it\u2019s suspected.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-60d\">701.60d<\/span><\/strong> A suspected permanent can\u2019t become suspected again.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-61\">701.61<\/a><\/strong>. Forage<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-61a\">701.61a<\/span><\/strong> To forage means \u201cExile three cards from your graveyard or sacrifice a Food.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-62\">701.62<\/a><\/strong>. Manifest Dread<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-62a\">701.62a<\/span><\/strong> \u201cManifest dread\u201d means \u201cLook at the top two cards of your library. Manifest one of them, then put the cards you looked at that were not manifested this way into your graveyard.\u201d See rule <a href=\"#rule-701-40\">701.40<\/a>, \u201cManifest.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-62b\">701.62b<\/span><\/strong> An ability that triggers whenever a player manifests dread triggers after the process described in rule <a href=\"#rule-701-62a\">701.62a<\/a> is complete, even if some or all of those actions were impossible.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-63\">701.63<\/a><\/strong>. Endure<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-63a\">701.63a<\/span><\/strong> Certain abilities instruct a permanent to endure N. To do so, that permanent\u2019s controller creates an N\/N white Spirit creature token unless they put N &#043;1\/&#043;1 counters on that permanent.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-63b\">701.63b<\/span><\/strong> If a permanent is instructed to endure 0, nothing happens. No counters are put on that permanent and no tokens are created.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-64\">701.64<\/a><\/strong>. Harness<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-64a\">701.64a<\/span><\/strong> \u201cHarness [this permanent]\u201d means \u201cIf this permanent isn\u2019t harnessed, it becomes harnessed.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-64b\">701.64b<\/span><\/strong> Harnessed is a designation that has no rules meaning other than to act as a marker that other spells and abilities can identify. Only permanents can be or become harnessed. Once a permanent becomes harnessed, it stays harnessed until it leaves the battlefield. Harnessed is neither an ability nor part of the permanent\u2019s copiable values.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-65\">701.65<\/a><\/strong>. Airbend<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-65a\">701.65a<\/span><\/strong> Certain spells and abilities instruct a player to airbend one or more permanents and\/or spells. To do so, that player exiles those objects. For each card exiled this way, for as long as it remains exiled, its owner may cast it by paying {2} rather than paying its mana cost.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-65b\">701.65b<\/span><\/strong> An ability that triggers whenever a player airbends triggers when that player exiles one or more objects as a result of an instruction to airbend.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-66\">701.66<\/a><\/strong>. Earthbend<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-66a\">701.66a<\/span><\/strong> \u201cEarthbend N\u201d means \u201cTarget land you control becomes a 0\/0 land creature with haste in addition to its other types. Put N &#043;1\/&#043;1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-66b\">701.66b<\/span><\/strong> An ability that triggers whenever a player earthbends triggers when the delayed triggered ability described in rule <a href=\"#rule-701-66a\">701.66a<\/a> is created.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-67\">701.67<\/a><\/strong>. Waterbend<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-67a\">701.67a<\/span><\/strong> \u201cWaterbend [cost]\u201d means \u201cPay [cost]. For each generic mana in that cost, you may tap an untapped artifact or creature you control rather than pay that mana.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-67b\">701.67b<\/span><\/strong> If a waterbend cost is part of the total cost to cast a spell or activate an ability (usually because the waterbend cost itself is an additional cost), the alternate method to pay for mana described in rule <a href=\"#rule-701-67a\">701.67a<\/a> may be used only to pay for the amount of generic mana in the waterbend cost, even if the total cost to cast that spell or activate that ability includes other generic mana components.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Spirit Water Revival is a spell that costs {1}{U}{U} and says, in part, \u201cAs an additional cost to cast this spell, waterbend {6}.\u201d As you cast it, you may tap up to six artifacts and\/or creatures you control to pay the for the {6} in its waterbend cost, but you can\u2019t tap any artifacts or creatures to pay for any part of the {1}{U}{U} mana cost.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-67c\">701.67c<\/span><\/strong> An ability that triggers whenever a player waterbends triggers whenever that player pays a waterbend cost, regardless of how they paid that cost.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-701-68\">701.68<\/a><\/strong>. Blight<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-68a\">701.68a<\/span><\/strong> To \u201cblight N\u201d means to put N -1\/-1 counters on a creature you control.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-68b\">701.68b<\/span><\/strong> If a player is given the choice to blight but is unable to put N -1\/-1 counters on a creature they control (usually because they control no creatures), they can\u2019t choose to blight.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-68c\">701.68c<\/span><\/strong> Some spells and abilities that instruct a player to blight refer to the \u201cblighted creature.\u201d This phrase refers to the object that the player who was instructed to blight chose to put -1\/-1 counters on when blighting.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-701-68d\">701.68d<\/span><\/strong> An ability that triggers whenever a player blights triggers after the process described in rule <a href=\"#rule-701-68a\">701.68a<\/a> is complete, regardless of what events actually occurred.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702\"><\/p>\n<h4 id=\"rule-702\">702. Keyword Abilities<\/h4>\n<p><\/strong><strong><span id=\"rule-702-1\">702.1<\/a><\/strong>. Most abilities describe exactly what they do in the card\u2019s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a \u201ckeyword\u201d; sometimes reminder text summarizes the game rule.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-1a\">702.1a<\/span><\/strong> If an effect refers to a \u201c[keyword ability] cost,\u201d it refers only to the variable costs for that keyword.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Varolz, the Scar-Striped has an ability that says \u201cEach creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost.\u201d A creature card\u2019s scavenge cost is an amount of mana equal to its mana cost, and the activation cost of the scavenge ability is that amount of mana plus \u201cExile this card from your graveyard.\u201d<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-1b\">702.1b<\/span><\/strong> An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Volcano Hellion has the ability \u201cThis creature has echo {X}, where X is your life total.\u201d If your life total is 10 when Volcano Hellion\u2019s echo ability triggers but 5 when it resolves, the echo cost to pay is {5}.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Fire\/\/Ice is a split card whose halves have the mana costs {1}{R} and {1}{U}. Past in Flames reads \u201cEach instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.\u201d Fire\/\/Ice has \u201cFlashback {2}{U}{R}\u201d while it is in your graveyard, but if you choose to cast Fire, the resulting spell has \u201cFlashback {1}{R}.\u201d<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-1c\">702.1c<\/span><\/strong> An effect may state that \u201cthe same is true for\u201d a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and\/or players, it grants each appropriate variant and variable of that keyword.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Concerted Effort is an enchantment that reads \u201cAt the beginning of each upkeep, creatures you control gain flying until end of turn if a creature you control has flying. The same is true for fear, first strike, double strike, landwalk, protection, trample, and vigilance.\u201d As that triggered ability resolves, each landwalk and protection ability from among creatures you control is granted to each creature you control.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-1d\">702.1d<\/span><\/strong> An effect may refer to an object \u201cwith [keyword ability]\u201d or \u201cthat has [keyword ability].\u201d This means the same thing as an object \u201cwith a [keyword ability] ability\u201d or an object \u201cthat has a [keyword ability] ability.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-2\">702.2<\/a><\/strong>. Deathtouch<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-2a\">702.2a<\/span><\/strong> Deathtouch is a static ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-2b\">702.2b<\/span><\/strong> A creature with toughness greater than 0 that\u2019s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule <a href=\"#rule-704\">704<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-2c\">702.2c<\/span><\/strong> Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if excess damage is being dealt.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-2d\">702.2d<\/span><\/strong> The deathtouch rules function no matter what zone an object with deathtouch deals damage from.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-2e\">702.2e<\/span><\/strong> If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-2f\">702.2f<\/span><\/strong> Multiple instances of deathtouch on the same object are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-3\">702.3<\/a><\/strong>. Defender<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-3a\">702.3a<\/span><\/strong> Defender is a static ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-3b\">702.3b<\/span><\/strong> A creature with defender can\u2019t attack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-3c\">702.3c<\/span><\/strong> Multiple instances of defender on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-4\">702.4<\/a><\/strong>. Double Strike<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-4a\">702.4a<\/span><\/strong> Double strike is a static ability that modifies the rules for the combat damage step. (See rule <a href=\"#rule-510\">510<\/a>, \u201cCombat Damage Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-4b\">702.4b<\/span><\/strong> If at least one attacking or blocking creature has first strike (see rule <a href=\"#rule-702-7\">702.7<\/a>) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-4c\">702.4c<\/span><\/strong> Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-4d\">702.4d<\/span><\/strong> Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-4e\">702.4e<\/span><\/strong> Multiple instances of double strike on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-5\">702.5<\/a><\/strong>. Enchant<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-5a\">702.5a<\/span><\/strong> Enchant is a static ability, written \u201cEnchant [object or player].\u201d The enchant ability restricts what an Aura spell can target and what an Aura can enchant.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-5b\">702.5b<\/span><\/strong> For more information about Auras, see rule <a href=\"#rule-303\">303<\/a>, \u201cEnchantments.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-5c\">702.5c<\/span><\/strong> If an Aura has multiple instances of enchant, all of them apply. The Aura\u2019s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-5d\">702.5d<\/span><\/strong> Auras that can enchant a player can target and be attached to players. Such Auras can\u2019t target permanents and can\u2019t be attached to permanents.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-6\">702.6<\/a><\/strong>. Equip<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-6a\">702.6a<\/span><\/strong> Equip is an activated ability of Equipment cards. \u201cEquip [cost]\u201d means \u201c[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-6b\">702.6b<\/span><\/strong> For more information about Equipment, see rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-6c\">702.6c<\/span><\/strong> Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form \u201cEquip [quality]\u201d or \u201cEquip [quality] creature.\u201d These equip abilities may legally target only a creature that\u2019s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don\u2019t restrict what the Equipment may be attached to.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-6d\">702.6d<\/span><\/strong> If a permanent has multiple equip abilities, any of its equip abilities may be activated.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-6e\">702.6e<\/span><\/strong> \u201cEquip planeswalker\u201d is a variant of the equip ability. \u201cEquip planeswalker [cost]\u201d means \u201c[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-7\">702.7<\/a><\/strong>. First Strike<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-7a\">702.7a<\/span><\/strong> First strike is a static ability that modifies the rules for the combat damage step. (See rule <a href=\"#rule-510\">510<\/a>, \u201cCombat Damage Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-7b\">702.7b<\/span><\/strong> If at least one attacking or blocking creature has first strike or double strike (see rule <a href=\"#rule-702-4\">702.4<\/a>) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-7c\">702.7c<\/span><\/strong> Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won\u2019t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won\u2019t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-7d\">702.7d<\/span><\/strong> Multiple instances of first strike on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-8\">702.8<\/a><\/strong>. Flash<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-8a\">702.8a<\/span><\/strong> Flash is a static ability that functions in any zone from which you could play the card it\u2019s on. \u201cFlash\u201d means \u201cYou may play this card any time you could cast an instant.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-8b\">702.8b<\/span><\/strong> Multiple instances of flash on the same object are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-9\">702.9<\/a><\/strong>. Flying<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-9a\">702.9a<\/span><\/strong> Flying is an evasion ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-9b\">702.9b<\/span><\/strong> A creature with flying can\u2019t be blocked except by creatures with flying and\/or reach. A creature with flying can block a creature with or without flying. (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step,\u201d and rule <a href=\"#rule-702-17\">702.17<\/a>, \u201cReach.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-9c\">702.9c<\/span><\/strong> Multiple instances of flying on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-10\">702.10<\/a><\/strong>. Haste<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-10a\">702.10a<\/span><\/strong> Haste is a static ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-10b\">702.10b<\/span><\/strong> If a creature has haste, it can attack even if it hasn\u2019t been controlled by its controller continuously since their most recent turn began. (See rule <a href=\"#rule-302-6\">302.6<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-10c\">702.10c<\/span><\/strong> If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn\u2019t been controlled by that player continuously since their most recent turn began. (See rule <a href=\"#rule-302-6\">302.6<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-10d\">702.10d<\/span><\/strong> Multiple instances of haste on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-11\">702.11<\/a><\/strong>. Hexproof<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-11a\">702.11a<\/span><\/strong> Hexproof is a static ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-11b\">702.11b<\/span><\/strong> \u201cHexproof\u201d on a permanent means \u201cThis permanent can\u2019t be the target of spells or abilities your opponents control.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-11c\">702.11c<\/span><\/strong> \u201cHexproof\u201d on a player means \u201cYou can\u2019t be the target of spells or abilities your opponents control.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-11d\">702.11d<\/span><\/strong> \u201cHexproof from [quality]\u201d is a variant of the hexproof ability. \u201cHexproof from [quality]\u201d on a permanent means \u201cThis permanent can\u2019t be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources.\u201d A \u201chexproof from [quality]\u201d ability is a hexproof ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-11e\">702.11e<\/span><\/strong> Any effect that causes an object to lose hexproof will cause an object to lose all \u201chexproof from [quality]\u201d abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didn\u2019t have hexproof will allow a player to choose a creature with a \u201chexproof from [quality]\u201d ability. Any effect that looks for a card with hexproof will find a card with a \u201chexproof from [quality]\u201d ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-11f\">702.11f<\/span><\/strong> \u201cHexproof from [quality A] and from [quality B]\u201d is shorthand for \u201chexproof from [quality A]\u201d and \u201chexproof from [quality B]\u201d; it behaves as two separate hexproof abilities.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-11g\">702.11g<\/span><\/strong> \u201cHexproof from each [characteristic]\u201d is shorthand for \u201chexproof from [quality A],\u201d \u201chexproof from [quality B],\u201d and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-11h\">702.11h<\/span><\/strong> Multiple instances of the same hexproof ability on the same permanent or player are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-12\">702.12<\/a><\/strong>. Indestructible<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-12a\">702.12a<\/span><\/strong> Indestructible is a static ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-12b\">702.12b<\/span><\/strong> A permanent with indestructible can\u2019t be destroyed. Such permanents aren\u2019t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule <a href=\"#rule-704-5g\">704.5g<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-12c\">702.12c<\/span><\/strong> Multiple instances of indestructible on the same permanent are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-13\">702.13<\/a><\/strong>. Intimidate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-13a\">702.13a<\/span><\/strong> Intimidate is an evasion ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-13b\">702.13b<\/span><\/strong> A creature with intimidate can\u2019t be blocked except by artifact creatures and\/or creatures that share a color with it. (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-13c\">702.13c<\/span><\/strong> Multiple instances of intimidate on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-14\">702.14<\/a><\/strong>. Landwalk<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-14a\">702.14a<\/span><\/strong> Landwalk is a generic term that appears within an object\u2019s rules text as \u201c[type]walk,\u201d where [type] is usually a land type, but it can also be the card type land plus any combination of land types, card types, and\/or supertypes.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-14b\">702.14b<\/span><\/strong> Landwalk is an evasion ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-14c\">702.14c<\/span><\/strong> A creature with landwalk can\u2019t be blocked as long as the defending player controls at least one land with the specified land type (as in \u201cislandwalk\u201d), with the specified type or supertype (as in \u201cartifact landwalk\u201d), without the specified type or supertype (as in \u201cnonbasic landwalk\u201d), or with both the specified type or supertype and the specified subtype (as in \u201csnow swampwalk\u201d). (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-14d\">702.14d<\/span><\/strong> Landwalk abilities don\u2019t \u201ccancel\u201d one another.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If a player controls a snow Forest, that player can\u2019t block an attacking creature with snow forestwalk even if they also control a creature with snow forestwalk.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-14e\">702.14e<\/span><\/strong> Multiple instances of the same kind of landwalk on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-15\">702.15<\/a><\/strong>. Lifelink<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-15a\">702.15a<\/span><\/strong> Lifelink is a static ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-15b\">702.15b<\/span><\/strong> Damage dealt by a source with lifelink causes that source\u2019s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule <a href=\"#rule-120-3\">120.3<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-15c\">702.15c<\/span><\/strong> If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-15d\">702.15d<\/span><\/strong> The lifelink rules function no matter what zone an object with lifelink deals damage from.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-15e\">702.15e<\/span><\/strong> If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules <a href=\"#rule-119-9\">119.9<\/a>\u201310).<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls Ajani\u2019s Pridemate, which reads \u201cWhenever you gain life, put a &#043;1\/&#043;1 counter on this creature,\u201d and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani\u2019s Pridemate\u2019s ability triggers twice.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-15f\">702.15f<\/span><\/strong> Multiple instances of lifelink on the same object are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-16\">702.16<\/a><\/strong>. Protection<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16a\">702.16a<\/span><\/strong> Protection is a static ability, written \u201cProtection from [quality].\u201d This quality is usually a color (as in \u201cprotection from black\u201d) but can be any characteristic value or information. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule <a href=\"#rule-109-2\">109.2<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16b\">702.16b<\/span><\/strong> A permanent or player with protection can\u2019t be targeted by spells with the stated quality and can\u2019t be targeted by abilities from a source with the stated quality.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16c\">702.16c<\/span><\/strong> A permanent or player with protection can\u2019t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners\u2019 graveyards as a state-based action. (See rule <a href=\"#rule-704\">704<\/a>, \u201cState-Based Actions.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16d\">702.16d<\/span><\/strong> A permanent with protection can\u2019t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule <a href=\"#rule-704\">704<\/a>, \u201cState-Based Actions.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16e\">702.16e<\/span><\/strong> Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16f\">702.16f<\/span><\/strong> Attacking creatures with protection can\u2019t be blocked by creatures that have the stated quality.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16g\">702.16g<\/span><\/strong> \u201cProtection from [quality A] and from [quality B]\u201d is shorthand for \u201cprotection from [quality A]\u201d and \u201cprotection from [quality B]\u201d; it behaves as two separate protection abilities.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16h\">702.16h<\/span><\/strong> \u201cProtection from each [characteristic]\u201d is shorthand for \u201cprotection from [quality A],\u201d \u201cprotection from [quality B],\u201d and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16i\">702.16i<\/span><\/strong> \u201cProtection from each [set of characteristics, qualities, or players]\u201d is shorthand for \u201cprotection from [A],\u201d \u201cprotection from [B],\u201d and so on for each characteristic, quality, or player in the set. It behaves as multiple separate protection abilities.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16j\">702.16j<\/span><\/strong> \u201cProtection from everything\u201d is a variant of the protection ability. A permanent or player with protection from everything has protection from each object regardless of that object\u2019s characteristic values. Such a permanent or player can\u2019t be targeted by spells or abilities and can\u2019t be enchanted by Auras. Such a permanent can\u2019t be equipped by Equipment, fortified by Fortifications, or blocked by creatures. All damage that would be dealt to such a permanent or player is prevented.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16k\">702.16k<\/span><\/strong> \u201cProtection from [a player]\u201d is a variant of the protection ability. A permanent or player with protection from a specific player has protection from each object that player controls and protection from each object that player owns not controlled by another player, regardless of that object\u2019s characteristic values. Such a permanent or player can\u2019t be targeted by spells or abilities the specified player controls and can\u2019t be enchanted by Auras that player controls. Such a permanent can\u2019t be equipped by Equipment that player controls, fortified by Fortifications that player controls, or blocked by creatures that player controls. All damage that would be dealt to such a permanent or player by sources controlled by the specified player or owned by that player but not controlled by another player is prevented.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16m\">702.16m<\/span><\/strong> Multiple instances of protection from the same quality on the same permanent or player are redundant.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16n\">702.16n<\/span><\/strong> Some Auras both give the enchanted creature protection from a quality and say \u201cthis effect doesn\u2019t remove\u201d either that specific Aura or all Auras. This means that the specified Auras aren\u2019t put into their owners\u2019 graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-16p\">702.16p<\/span><\/strong> One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn\u2019t remove certain permanents that are \u201calready attached to\u201d that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners\u2019 graveyards as a state-based action. Other permanents with the stated quality can\u2019t become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-17\">702.17<\/a><\/strong>. Reach<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-17a\">702.17a<\/span><\/strong> Reach is a static ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-17b\">702.17b<\/span><\/strong> A creature with flying can\u2019t be blocked except by creatures with flying and\/or reach. (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step,\u201d and rule <a href=\"#rule-702-9\">702.9<\/a>, \u201cFlying.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-17c\">702.17c<\/span><\/strong> Multiple instances of reach on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-18\">702.18<\/a><\/strong>. Shroud<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-18a\">702.18a<\/span><\/strong> Shroud is a static ability. \u201cShroud\u201d means \u201cThis permanent or player can\u2019t be the target of spells or abilities.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-18b\">702.18b<\/span><\/strong> Multiple instances of shroud on the same permanent or player are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-19\">702.19<\/a><\/strong>. Trample<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-19a\">702.19a<\/span><\/strong> Trample is a static ability that modifies the rules for assigning an attacking creature\u2019s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule <a href=\"#rule-510\">510<\/a>, \u201cCombat Damage Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-19b\">702.19b<\/span><\/strong> The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any excess damage is assigned as its controller chooses among those blocking creatures and the player, planeswalker, or battle the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that\u2019s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that\u2019s actually dealt. The attacking creature\u2019s controller need not assign lethal damage to all those blocking creatures but in that case can\u2019t assign any damage to the player or planeswalker it\u2019s attacking.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A 2\/2 creature that can block an additional creature blocks two attackers: a 1\/1 with no abilities and 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.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A 6\/6 green creature with trample is blocked by a 2\/2 creature with protection from green. The attacking creature\u2019s controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker\u2019s protection ability. The attacking creature\u2019s controller can divide the rest of the damage as they choose between the blocking creature and the defending player.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-19c\">702.19c<\/span><\/strong> Trample over planeswalkers is a variant of trample that modifies the rules for assigning combat damage to planeswalkers. The controller of a creature with trample over planeswalkers assigns that creature\u2019s combat damage as described in rule <a href=\"#rule-702-19b\">702.19b<\/a>, with one exception. If that creature is attacking a planeswalker, after lethal damage is assigned to all blocking creatures and damage at least equal to the loyalty of the planeswalker the creature is attacking is assigned to that planeswalker, further excess damage may be assigned as the attacking creature\u2019s controller chooses among those blocking creatures, that planeswalker, and that planeswalker\u2019s controller. When checking for assigned damage equal to a planeswalker\u2019s loyalty, take into account damage from other creatures that\u2019s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that\u2019s actually dealt.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls a planeswalker with three loyalty counters that is being attacked by a 1\/1 with no abilities and a 7\/7 with trample over planeswalkers. The active player could assign 1 damage from the first attacker and 2 damage from the second to the planeswalker and 5 damage to the defending player from the creature with trample over planeswalkers.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-19d\">702.19d<\/span><\/strong> If an attacking creature with trample or trample over planeswalkers is blocked, but there are no creatures blocking it when damage is assigned, its damage is assigned to the defending player and\/or planeswalker as though all blocking creatures have been assigned lethal damage.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-19e\">702.19e<\/span><\/strong> If a creature with trample over planeswalkers is attacking a planeswalker and that planeswalker is removed from combat, the creature\u2019s damage may be assigned to the defending player once all blocking creatures have been dealt lethal damage or, if there are no blocking creatures when damage is assigned, all its damage is assigned to the defending player. This is an exception to rule <a href=\"#rule-506-4c\">506.4c<\/a>, and it does not cause the creature to be attacking that player.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-19f\">702.19f<\/span><\/strong> If a creature without trample over planeswalkers is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker\u2019s loyalty.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-19g\">702.19g<\/span><\/strong> Multiple instances of trample on the same creature are redundant. Multiple instances of trample over planeswalkers on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-20\">702.20<\/a><\/strong>. Vigilance<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-20a\">702.20a<\/span><\/strong> Vigilance is a static ability that modifies the rules for the declare attackers step.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-20b\">702.20b<\/span><\/strong> Attacking doesn\u2019t cause creatures with vigilance to tap. (See rule <a href=\"#rule-508\">508<\/a>, \u201cDeclare Attackers Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-20c\">702.20c<\/span><\/strong> Multiple instances of vigilance on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-21\">702.21<\/a><\/strong>. Ward<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-21a\">702.21a<\/span><\/strong> Ward is a triggered ability. Ward [cost] means \u201cWhenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-21b\">702.21b<\/span><\/strong> Some ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ability resolves, not locked in as the ability triggers.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-22\">702.22<\/a><\/strong>. Banding<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22a\">702.22a<\/span><\/strong> Banding is a static ability that modifies the rules for combat.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22b\">702.22b<\/span><\/strong> \u201cBands with other\u201d is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all \u201cbands with other\u201d abilities as well.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22c\">702.22c<\/span><\/strong> As a player declares attackers, they may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has \u201cbands with other\u201d) are all in a \u201cband.\u201d They may also declare that one or more attacking [quality] creatures with \u201cbands with other [quality]\u201d and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as they want, but each creature may be a member of only one of them. (Defending players can\u2019t declare bands but may use banding in a different way; see rule <a href=\"#rule-702-22j\">702.22j<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22d\">702.22d<\/span><\/strong> All creatures in an attacking band must attack the same player, planeswalker, or battle.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22e\">702.22e<\/span><\/strong> Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or \u201cbands with other\u201d from one or more of the creatures in the band.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22f\">702.22f<\/span><\/strong> An attacking creature that\u2019s removed from combat is also removed from the band it was in.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22g\">702.22g<\/span><\/strong> Banding doesn\u2019t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22h\">702.22h<\/span><\/strong> 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.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> 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 they do, then the creature with swampwalk will also become blocked by the blocking creature(s).<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22i\">702.22i<\/span><\/strong> If one member of a band would become blocked due to an effect, the entire band becomes blocked.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22j\">702.22j<\/span><\/strong> During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with \u201cbands with other [quality]\u201d and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature\u2019s damage is assigned. That player can divide that creature\u2019s combat damage as they choose among any creatures blocking it. This is an exception to the procedure described in rule <a href=\"#rule-510-1c\">510.1c<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22k\">702.22k<\/span><\/strong> During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with \u201cbands with other [quality]\u201d and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature\u2019s damage is assigned. That player can divide that creature\u2019s combat damage as they choose among any creatures it\u2019s blocking. This is an exception to the procedure described in rule <a href=\"#rule-510-1d\">510.1d<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-22m\">702.22m<\/span><\/strong> Multiple instances of banding on the same creature are redundant. Multiple instances of \u201cbands with other\u201d of the same kind on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-23\">702.23<\/a><\/strong>. Rampage<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-23a\">702.23a<\/span><\/strong> Rampage is a triggered ability. \u201cRampage N\u201d means \u201cWhenever this creature becomes blocked, it gets &#043;N\/&#043;N until end of turn for each creature blocking it beyond the first.\u201d (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-23b\">702.23b<\/span><\/strong> The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won\u2019t change the bonus.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-23c\">702.23c<\/span><\/strong> If a creature has multiple instances of rampage, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-24\">702.24<\/a><\/strong>. Cumulative Upkeep<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-24a\">702.24a<\/span><\/strong> Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. \u201cCumulative upkeep [cost]\u201d means \u201cAt the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don\u2019t, sacrifice it.\u201d If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren\u2019t allowed.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A creature has \u201cCumulative upkeep {W} or {U}\u201d and two age counters on it. When its ability next triggers and resolves, the creature\u2019s controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature on the battlefield.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A creature has \u201cCumulative upkeep\u2014Sacrifice a creature\u201d and one age counter on it. When its ability next triggers and resolves, its controller can\u2019t choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-24b\">702.24b<\/span><\/strong> If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected 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.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A creature has two instances of \u201cCumulative upkeep\u2014Pay 1 life.\u201d The creature has no age counters, and 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.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-25\">702.25<\/a><\/strong>. Flanking<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-25a\">702.25a<\/span><\/strong> Flanking is a triggered ability that triggers during the declare blockers step. (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d) \u201cFlanking\u201d means \u201cWhenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1\/-1 until end of turn.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-25b\">702.25b<\/span><\/strong> If a creature has multiple instances of flanking, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-26\">702.26<\/a><\/strong>. Phasing<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26a\">702.26a<\/span><\/strong> Phasing is a static ability that modifies the rules of the untap step. During each player\u2019s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls \u201cphase out.\u201d Simultaneously, all phased-out permanents that had phased out under that player\u2019s control \u201cphase in.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26b\">702.26b<\/span><\/strong> If a permanent phases out, its status changes to \u201cphased out.\u201d Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can\u2019t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule <a href=\"#rule-506-4\">506.4<\/a>.)<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> You control three creatures, one of which is phased out. You cast a spell that says \u201cDraw a card for each creature you control.\u201d You draw two cards.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> You control a phased-out creature. You cast a spell that says \u201cDestroy all creatures.\u201d The phased-out creature is not destroyed.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26c\">702.26c<\/span><\/strong> If a permanent phases in, its status changes to \u201cphased in.\u201d The game once again treats it as though it exists.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26d\">702.26d<\/span><\/strong> The phasing event doesn\u2019t actually cause a permanent to change zones or control, even though it\u2019s treated as though it\u2019s not on the battlefield and not under its controller\u2019s control while it\u2019s phased out. Zone-change triggers don\u2019t trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters and stickers remain on a permanent while it\u2019s phased out. Effects that check a phased-in permanent\u2019s history won\u2019t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller\u2019s control.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26e\">702.26e<\/span><\/strong> If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, a phased-out permanent won\u2019t be included in the set of affected objects. This includes continuous effects that reference the permanent specifically, unless they also specifically refer to the permanent as phased out.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26f\">702.26f<\/span><\/strong> Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it\u2019s phased in. In particular, effects with \u201cfor as long as\u201d durations that track that permanent (see rule <a href=\"#rule-611-2b\">611.2b<\/a>) end when that permanent phases out because they can no longer see it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26g\">702.26g<\/span><\/strong> When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out \u201cindirectly.\u201d An Aura, Equipment, or Fortification that phased out indirectly won\u2019t phase in by itself, but instead phases in along with the permanent it\u2019s attached to.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26h\">702.26h<\/span><\/strong> If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26i\">702.26i<\/span><\/strong> An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules <a href=\"#rule-704-5m\">704.5m<\/a> and <a href=\"#rule-704-5n\">704.5n<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26j\">702.26j<\/span><\/strong> Abilities that trigger when a permanent becomes attached or unattached from an object or player don\u2019t trigger when that permanent phases in or out.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26k\">702.26k<\/span><\/strong> Phased-out permanents owned by a player who leaves the game also leave the game. This doesn\u2019t cause zone-change abilities to trigger. See rule <a href=\"#rule-800-4\">800.4<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26m\">702.26m<\/span><\/strong> If an effect causes a player to skip their untap step, the phasing event simply doesn\u2019t occur that turn.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26n\">702.26n<\/span><\/strong> In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules <a href=\"#rule-800-4a\">800.4a<\/a> and <a href=\"#rule-800-4c\">800.4c<\/a>.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player\u2019s next turn would have begun.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-26p\">702.26p<\/span><\/strong> Multiple instances of phasing on the same permanent are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-27\">702.27<\/a><\/strong>. Buyback<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-27a\">702.27a<\/span><\/strong> Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. \u201cBuyback [cost]\u201d means \u201cYou may pay an additional [cost] as you cast this spell\u201d and \u201cIf the buyback cost was paid, put this spell into its owner\u2019s hand instead of into that player\u2019s graveyard as it resolves.\u201d Paying a spell\u2019s buyback cost follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-28\">702.28<\/a><\/strong>. Shadow<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-28a\">702.28a<\/span><\/strong> Shadow is an evasion ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-28b\">702.28b<\/span><\/strong> A creature with shadow can\u2019t be blocked by creatures without shadow, and a creature without shadow can\u2019t be blocked by creatures with shadow. (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-28c\">702.28c<\/span><\/strong> Multiple instances of shadow on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-29\">702.29<\/a><\/strong>. Cycling<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-29a\">702.29a<\/span><\/strong> Cycling is an activated ability that functions only while the card with cycling is in a player\u2019s hand. \u201cCycling [cost]\u201d means \u201c[Cost], Discard this card: Draw a card.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-29b\">702.29b<\/span><\/strong> Although the cycling ability can be activated only if the card is in a player\u2019s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-29c\">702.29c<\/span><\/strong> Some cards with cycling have abilities that trigger when they\u2019re cycled. \u201cWhen you cycle this card\u201d means \u201cWhen you discard this card to pay an activation cost of a cycling ability.\u201d These abilities trigger from whatever zone the card winds up in after it\u2019s cycled.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-29d\">702.29d<\/span><\/strong> Some cards have abilities that trigger whenever a player \u201ccycles or discards\u201d a card. These abilities trigger only once when a card is cycled.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-29e\">702.29e<\/span><\/strong> Typecycling is a variant of the cycling ability. \u201c[Type]cycling [cost]\u201d means \u201c[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library.\u201d This type is usually a subtype (as in \u201cmountaincycling\u201d) but can be any card type, subtype, supertype, or combination thereof (as in \u201cbasic landcycling\u201d).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-29f\">702.29f<\/span><\/strong> Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay an activation cost of a typecycling ability. Any effect that stops players from cycling cards will stop players from activating cards\u2019 typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost. Any effect that looks for a card with cycling will find a card with typecycling.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-30\">702.30<\/a><\/strong>. Echo<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-30a\">702.30a<\/span><\/strong> Echo is a triggered ability. \u201cEcho [cost]\u201d means \u201cAt the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-30b\">702.30b<\/span><\/strong> Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-31\">702.31<\/a><\/strong>. Horsemanship<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-31a\">702.31a<\/span><\/strong> Horsemanship is an evasion ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-31b\">702.31b<\/span><\/strong> A creature with horsemanship can\u2019t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-31c\">702.31c<\/span><\/strong> Multiple instances of horsemanship on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-32\">702.32<\/a><\/strong>. Fading<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-32a\">702.32a<\/span><\/strong> Fading is a keyword that represents two abilities. \u201cFading N\u201d means \u201cThis permanent enters with N fade counters on it\u201d and \u201cAt the beginning of your upkeep, remove a fade counter from this permanent. If you can\u2019t, sacrifice the permanent.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-33\">702.33<\/a><\/strong>. Kicker<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-33a\">702.33a<\/span><\/strong> Kicker is a static ability that functions while the spell with kicker is on the stack. \u201cKicker [cost]\u201d means \u201cYou may pay an additional [cost] as you cast this spell.\u201d Paying a spell\u2019s kicker cost(s) follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-33b\">702.33b<\/span><\/strong> The phrase \u201cKicker [cost 1] and\/or [cost 2]\u201d means the same thing as \u201cKicker [cost 1], kicker [cost 2].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-33c\">702.33c<\/span><\/strong> Multikicker is a variant of the kicker ability. \u201cMultikicker [cost]\u201d means \u201cYou may pay an additional [cost] any number of times as you cast this spell.\u201d A multikicker cost is a kicker cost.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-33d\">702.33d<\/span><\/strong> If a spell\u2019s controller declares the intention to pay any of that spell\u2019s kicker costs, that spell has been \u201ckicked.\u201d If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule <a href=\"#rule-601-2b\">601.2b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-33e\">702.33e<\/span><\/strong> Objects with kicker or multikicker have additional abilities that specify what happens if they were kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule <a href=\"#rule-607\">607<\/a>, \u201cLinked Abilities.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-33f\">702.33f<\/span><\/strong> Objects with more than one kicker cost may also have abilities that each correspond to a specific kicker cost. Those abilities contain the phrases \u201cif it was kicked with its [A] kicker\u201d and \u201cif it was kicked with its [B] kicker,\u201d where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-33g\">702.33g<\/span><\/strong> If part of a spell\u2019s ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell\u2019s controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule <a href=\"#rule-601-2c\">601.2c<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-33h\">702.33h<\/span><\/strong> Sticker kicker is a keyword ability that represents a kicker ability and an ability that imposes an additional cost if the spell is kicked. \u201cSticker kicker [cost]\u201d means \u201cKicker [cost]\u201d and \u201cAs an additional cost to cast this spell, if it\u2019s kicked, you get a ticket counter and you may put a sticker on this spell.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-34\">702.34<\/a><\/strong>. Flashback<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-34a\">702.34a<\/span><\/strong> Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player\u2019s graveyard and another that functions while the card is on the stack. \u201cFlashback [cost]\u201d means \u201cYou may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost\u201d and \u201cIf the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.\u201d Casting a spell using its flashback ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-35\">702.35<\/a><\/strong>. Madness<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-35a\">702.35a<\/span><\/strong> 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\u2019s hand. The second is a triggered ability that functions when the first ability is applied. \u201cMadness [cost]\u201d means \u201cIf a player would discard this card, that player discards it, but exiles it instead of putting it into their graveyard\u201d and \u201cWhen this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn\u2019t, they put this card into their graveyard.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-35b\">702.35b<\/span><\/strong> Casting a spell using its madness ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-35c\">702.35c<\/span><\/strong> After resolving a madness triggered ability, if the exiled card wasn\u2019t cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule <a href=\"#rule-400-7k\">400.7k<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-36\">702.36<\/a><\/strong>. Fear<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-36a\">702.36a<\/span><\/strong> Fear is an evasion ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-36b\">702.36b<\/span><\/strong> A creature with fear can\u2019t be blocked except by artifact creatures and\/or black creatures. (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-36c\">702.36c<\/span><\/strong> Multiple instances of fear on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-37\">702.37<\/a><\/strong>. Morph<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-37a\">702.37a<\/span><\/strong> Morph is a static ability that functions in any zone from which you could play the card it\u2019s on, and the morph effect works any time the card is face down. \u201cMorph [cost]\u201d means \u201cYou may cast this card as a 2\/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.\u201d (See rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-37b\">702.37b<\/span><\/strong> Megamorph is a variant of the morph ability. \u201cMegamorph [cost]\u201d means \u201cYou may cast this card as a 2\/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost\u201d and \u201cAs this permanent is turned face up, put a &#043;1\/&#043;1 counter on it if its megamorph cost was paid to turn it face up.\u201d A megamorph cost is a morph cost.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-37c\">702.37c<\/span><\/strong> To cast a card using its morph ability, turn it face down and announce that you\u2019re using a morph ability. It becomes a 2\/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card\u2019s characteristics) are applied to casting this card. These values are the copiable values of that object\u2019s characteristics. (See rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects,\u201d and rule <a href=\"#rule-707\">707<\/a>, \u201cCopying Objects.\u201d) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a morph ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-37d\">702.37d<\/span><\/strong> You can\u2019t normally cast a card face down. A morph ability allows you to do so.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-37e\">702.37e<\/span><\/strong> Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a special action; it doesn\u2019t use the stack (see rule <a href=\"#rule-116\">116<\/a>). To do this, show all players what the permanent\u2019s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn\u2019t have a morph cost if it were face up, it can\u2019t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don\u2019t trigger when it\u2019s turned face up and don\u2019t have any effect, because the permanent has already entered the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-37f\">702.37f<\/span><\/strong> If a permanent\u2019s morph cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the morph special action was taken.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-37g\">702.37g<\/span><\/strong> See rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents,\u201d for more information about how to cast cards with a morph ability.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-38\">702.38<\/a><\/strong>. Amplify<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-38a\">702.38a<\/span><\/strong> Amplify is a static ability. \u201cAmplify N\u201d means \u201cAs this object enters, reveal any number of cards from your hand that share a creature type with it. This permanent enters with N &#043;1\/&#043;1 counters on it for each card revealed this way. You can\u2019t reveal this card or any other cards that are entering the battlefield at the same time as this card.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-38b\">702.38b<\/span><\/strong> If a creature has multiple instances of amplify, each one works separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-39\">702.39<\/a><\/strong>. Provoke<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-39a\">702.39a<\/span><\/strong> Provoke is a triggered ability. \u201cProvoke\u201d means \u201cWhenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-39b\">702.39b<\/span><\/strong> If a creature has multiple instances of provoke, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-40\">702.40<\/a><\/strong>. Storm<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-40a\">702.40a<\/span><\/strong> Storm is a triggered ability that functions on the stack. \u201cStorm\u201d means \u201cWhen you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-40b\">702.40b<\/span><\/strong> If a spell has multiple instances of storm, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-41\">702.41<\/a><\/strong>. Affinity<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-41a\">702.41a<\/span><\/strong> Affinity is a static ability that functions while the spell with affinity is on the stack. \u201cAffinity for [text]\u201d means \u201cThis spell costs {1} less to cast for each [text] you control.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-41b\">702.41b<\/span><\/strong> If a spell has multiple instances of affinity, each of them applies.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-42\">702.42<\/a><\/strong>. Entwine<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-42a\">702.42a<\/span><\/strong> Entwine is a static ability of modal spells (see rule <a href=\"#rule-700-2\">700.2<\/a>) that functions while the spell is on the stack. \u201cEntwine [cost]\u201d means \u201cYou may choose all modes of this spell instead of just the number specified. If you do, you pay an additional [cost].\u201d Using the entwine ability follows the rules for choosing modes and paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-42b\">702.42b<\/span><\/strong> If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-43\">702.43<\/a><\/strong>. Modular<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-43a\">702.43a<\/span><\/strong> Modular represents both a static ability and a triggered ability. \u201cModular N\u201d means \u201cThis permanent enters with N &#043;1\/&#043;1 counters on it\u201d and \u201cWhen this permanent is put into a graveyard from the battlefield, you may put a &#043;1\/&#043;1 counter on target artifact creature for each &#043;1\/&#043;1 counter on this permanent.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-43b\">702.43b<\/span><\/strong> If a creature has multiple instances of modular, each one works separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-44\">702.44<\/a><\/strong>. Sunburst<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-44a\">702.44a<\/span><\/strong> Sunburst is a static ability that functions as an object is entering the battlefield. \u201cSunburst\u201d means \u201cIf this object is entering as a creature, ignoring any type-changing effects that would affect it, it enters with a &#043;1\/&#043;1 counter on it for each color of mana spent to cast it. Otherwise, it enters with a charge counter on it for each color of mana spent to cast it.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-44b\">702.44b<\/span><\/strong> Sunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell and only if one or more colored mana was spent on its costs, including additional or alternative costs.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-44c\">702.44c<\/span><\/strong> Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn\u2019t matter whether the ability is on a creature spell or on a noncreature spell.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The ability \u201cModular\u2014Sunburst\u201d means \u201cThis permanent enters with a &#043;1\/&#043;1 counter on it for each color of mana spent to cast it\u201d and \u201cWhen this permanent is put into a graveyard from the battlefield, you may put a &#043;1\/&#043;1 counter on target artifact creature for each &#043;1\/&#043;1 counter on this permanent.\u201d<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-44d\">702.44d<\/span><\/strong> If an object has multiple instances of sunburst, each one works separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-45\">702.45<\/a><\/strong>. Bushido<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-45a\">702.45a<\/span><\/strong> Bushido is a triggered ability. \u201cBushido N\u201d means \u201cWhenever this creature blocks or becomes blocked, it gets &#043;N\/&#043;N until end of turn.\u201d (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-45b\">702.45b<\/span><\/strong> If a creature has multiple instances of bushido, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-46\">702.46<\/a><\/strong>. Soulshift<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-46a\">702.46a<\/span><\/strong> Soulshift is a triggered ability. \u201cSoulshift N\u201d means \u201cWhen this permanent is put into a graveyard from the battlefield, you may return target Spirit card with mana value N or less from your graveyard to your hand.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-46b\">702.46b<\/span><\/strong> If a permanent has multiple instances of soulshift, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-47\">702.47<\/a><\/strong>. Splice<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-47a\">702.47a<\/span><\/strong> Splice is a static ability that functions while a card is in your hand. \u201cSplice onto [quality] [cost]\u201d means \u201cYou may reveal this card from your hand as you cast a [quality] spell. If you do, that spell gains the text of this card\u2019s rules text and you pay [cost] as an additional cost to cast that spell.\u201d Paying a card\u2019s splice cost follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Since the card with splice remains in the player\u2019s hand, it can later be cast normally or spliced onto another spell. It can even be discarded to pay a \u201cdiscard a card\u201d cost of the spell it\u2019s spliced onto.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-47b\">702.47b<\/span><\/strong> You can\u2019t choose to use a splice ability if you can\u2019t make the required choices (targets, etc.) for that card\u2019s rules text. You can\u2019t splice any one card onto the same spell more than once. If you\u2019re splicing more than one card onto a spell, reveal them all at once and choose the order in which their effects will happen. The effects of the main spell must happen first.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-47c\">702.47c<\/span><\/strong> The spell has the characteristics of the main spell, plus the rules text of each of the spliced cards. This is a text-changing effect (see rule <a href=\"#rule-612\">612<\/a>, \u201cText-Changing Effects\u201d). The spell doesn\u2019t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text gained by the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Glacial Ray is a red card with splice onto Arcane that reads, \u201cGlacial Ray deals 2 damage to any target.\u201d Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-47d\">702.47d<\/span><\/strong> Choose targets for the added text normally (see rule <a href=\"#rule-601-2c\">601.2c<\/a>). Note that a spell with one or more targets won\u2019t resolve if all of its targets are illegal on resolution.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-47e\">702.47e<\/span><\/strong> The spell loses any splice changes once it leaves the stack for any reason.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-48\">702.48<\/a><\/strong>. Offering<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-48a\">702.48a<\/span><\/strong> Offering is a static ability that functions while the spell with offering is on the stack. \u201c[Quality] offering\u201d means \u201cAs an additional cost to cast this spell, you may sacrifice a [quality] permanent. If you chose to pay the additional cost, this spell\u2019s total cost is reduced by the sacrificed permanent\u2019s mana cost, and you may cast this spell any time you could cast an instant.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-48b\">702.48b<\/span><\/strong> You choose which permanent to sacrifice as you make choices for the spell (see rule <a href=\"#rule-601-2b\">601.2b<\/a>), and you sacrifice that permanent as you pay the total cost (see rule <a href=\"#rule-601-2h\">601.2h<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-48c\">702.48c<\/span><\/strong> Generic mana in the sacrificed permanent\u2019s mana cost reduces generic mana in the spell\u2019s total cost. Colored and colorless mana in the sacrificed permanent\u2019s mana cost reduces mana of the same type in spell\u2019s total cost, and any excess reduces that much generic mana in spell\u2019s total cost. (See rule <a href=\"#rule-118-7\">118.7<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-49\">702.49<\/a><\/strong>. Ninjutsu<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-49a\">702.49a<\/span><\/strong> Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player\u2019s hand. \u201cNinjutsu [cost]\u201d means \u201c[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner\u2019s hand: Put this card onto the battlefield from your hand tapped and attacking.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-49b\">702.49b<\/span><\/strong> The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-49c\">702.49c<\/span><\/strong> The creature put onto the battlefield with the ninjutsu ability enters attacking the same player, planeswalker, or battle as the creature that was returned to its owner\u2019s hand.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-49d\">702.49d<\/span><\/strong> Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. \u201cCommander ninjutsu [cost]\u201d means \u201c[Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owner\u2019s hand: Put this card onto the battlefield tapped and attacking.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-50\">702.50<\/a><\/strong>. Epic<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-50a\">702.50a<\/span><\/strong> Epic represents two spell abilities, one of which creates a delayed triggered ability. \u201cEpic\u201d means \u201cFor the rest of the game, you can\u2019t cast spells,\u201d and \u201cAt the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.\u201d See rule <a href=\"#rule-707-10\">707.10<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-50b\">702.50b<\/span><\/strong> A player can\u2019t cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-51\">702.51<\/a><\/strong>. Convoke<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-51a\">702.51a<\/span><\/strong> Convoke is a static ability that functions while the spell with convoke is on the stack. \u201cConvoke\u201d means \u201cFor each colored mana in this spell\u2019s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell\u2019s total cost, you may tap an untapped creature you control rather than pay that mana.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-51b\">702.51b<\/span><\/strong> The convoke ability isn\u2019t an additional or alternative cost and applies only after the total cost of the spell with convoke is determined.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Heartless Summoning says, in part, \u201cCreature spells you cast cost {2} less to cast.\u201d You control Heartless Summoning and cast Siege Wurm, a spell with convoke that costs {5}{G}{G}. The total cost to cast Siege Wurm is {3}{G}{G}. After activating mana abilities, you pay that total cost. You may tap up to two green creatures and up to three other creatures to pay that cost, and the remainder is paid with mana.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-51c\">702.51c<\/span><\/strong> A creature tapped to pay for mana in a spell\u2019s total cost this way is said to have \u201cconvoked\u201d that spell.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-51d\">702.51d<\/span><\/strong> Multiple instances of convoke on the same spell are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-52\">702.52<\/a><\/strong>. Dredge<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-52a\">702.52a<\/span><\/strong> Dredge is a static ability that functions only while the card with dredge is in a player\u2019s graveyard. \u201cDredge N\u201d means \u201cAs long as you have at least N cards in your library, if you would draw a card, you may instead mill N cards and return this card from your graveyard to your hand.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-52b\">702.52b<\/span><\/strong> A player with fewer cards in their library than the number required by a dredge ability can\u2019t mill any of them this way.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-53\">702.53<\/a><\/strong>. Transmute<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-53a\">702.53a<\/span><\/strong> Transmute is an activated ability that functions only while the card with transmute is in a player\u2019s hand. \u201cTransmute [cost]\u201d means \u201c[Cost], Discard this card: Search your library for a card with the same mana value as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Activate only as a sorcery.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-53b\">702.53b<\/span><\/strong> Although the transmute ability can be activated only if the card is in a player\u2019s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-54\">702.54<\/a><\/strong>. Bloodthirst<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-54a\">702.54a<\/span><\/strong> Bloodthirst is a static ability. \u201cBloodthirst N\u201d means \u201cIf an opponent was dealt damage this turn, this permanent enters with N &#043;1\/&#043;1 counters on it.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-54b\">702.54b<\/span><\/strong> \u201cBloodthirst X\u201d is a special form of bloodthirst. \u201cBloodthirst X\u201d means \u201cThis permanent enters with X &#043;1\/&#043;1 counters on it, where X is the total damage your opponents have been dealt this turn.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-54c\">702.54c<\/span><\/strong> If an object has multiple instances of bloodthirst, each applies separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-55\">702.55<\/a><\/strong>. Haunt<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-55a\">702.55a<\/span><\/strong> Haunt is a triggered ability. \u201cHaunt\u201d on a permanent means \u201cWhen this permanent is put into a graveyard from the battlefield, exile it haunting target creature.\u201d \u201cHaunt\u201d on an instant or sorcery spell means \u201cWhen this spell is put into a graveyard during its resolution, exile it haunting target creature.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-55b\">702.55b<\/span><\/strong> Cards that are in the exile zone as the result of a haunt ability \u201chaunt\u201d the creature targeted by that ability. The phrase \u201ccreature it haunts\u201d refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-55c\">702.55c<\/span><\/strong> Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-56\">702.56<\/a><\/strong>. Replicate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-56a\">702.56a<\/span><\/strong> Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell with replicate is on the stack. The second is a triggered ability that functions while the spell with replicate is on the stack. \u201cReplicate [cost]\u201d means \u201cAs an additional cost to cast this spell, you may pay [cost] any number of times\u201d and \u201cWhen you cast this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any of the copies.\u201d Paying a spell\u2019s replicate cost follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-56b\">702.56b<\/span><\/strong> If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-57\">702.57<\/a><\/strong>. Forecast<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-57a\">702.57a<\/span><\/strong> A forecast ability is a special kind of activated ability that can be activated only from a player\u2019s hand. It\u2019s written \u201cForecast \u2014 [Activated ability].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-57b\">702.57b<\/span><\/strong> A forecast ability may be activated only during the upkeep step of the card\u2019s owner and only once each turn. The controller of the forecast ability reveals the card with that ability from their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the player\u2019s hand or until a step or phase that isn\u2019t an upkeep step begins, whichever comes first.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-58\">702.58<\/a><\/strong>. Graft<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-58a\">702.58a<\/span><\/strong> Graft represents both a static ability and a triggered ability. \u201cGraft N\u201d means \u201cThis permanent enters with N &#043;1\/&#043;1 counters on it\u201d and \u201cWhenever another creature enters, if this permanent has a &#043;1\/&#043;1 counter on it, you may move a &#043;1\/&#043;1 counter from this permanent onto that creature.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-58b\">702.58b<\/span><\/strong> If a permanent has multiple instances of graft, each one works separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-59\">702.59<\/a><\/strong>. Recover<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-59a\">702.59a<\/span><\/strong> Recover is a triggered ability that functions only while the card with recover is in a player\u2019s graveyard. \u201cRecover [cost]\u201d means \u201cWhen a creature is put into your graveyard from the battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-60\">702.60<\/a><\/strong>. Ripple<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-60a\">702.60a<\/span><\/strong> Ripple is a triggered ability that functions only while the card with ripple is on the stack. \u201cRipple N\u201d means \u201cWhen you cast this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may cast any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not cast this way on the bottom of your library in any order.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-60b\">702.60b<\/span><\/strong> If a spell has multiple instances of ripple, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-61\">702.61<\/a><\/strong>. Split Second<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-61a\">702.61a<\/span><\/strong> Split second is a static ability that functions only while the spell with split second is on the stack. \u201cSplit second\u201d means \u201cAs long as this spell is on the stack, players can\u2019t cast other spells or activate abilities that aren\u2019t mana abilities.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-61b\">702.61b<\/span><\/strong> Players may activate mana abilities and take special actions while a spell with split second is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with split second is on the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-61c\">702.61c<\/span><\/strong> Multiple instances of split second on the same spell are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-62\">702.62<\/a><\/strong>. Suspend<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-62a\">702.62a<\/span><\/strong> Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player\u2019s hand. The second and third are triggered abilities that function in the exile zone. \u201cSuspend N\u2014[cost]\u201d means \u201cIf you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn\u2019t use the stack,\u201d and \u201cAt the beginning of your upkeep, if this card is suspended, remove a time counter from it,\u201d and \u201cWhen the last time counter is removed from this card, if it\u2019s exiled, you may play it without paying its mana cost if able. If you don\u2019t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-62b\">702.62b<\/span><\/strong> A card is \u201csuspended\u201d if it\u2019s in the exile zone, has suspend, and has a time counter on it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-62c\">702.62c<\/span><\/strong> While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-62d\">702.62d<\/span><\/strong> Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-63\">702.63<\/a><\/strong>. Vanishing<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-63a\">702.63a<\/span><\/strong> Vanishing is a keyword that represents three abilities. \u201cVanishing N\u201d means \u201cThis permanent enters with N time counters on it,\u201d \u201cAt the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it,\u201d and \u201cWhen the last time counter is removed from this permanent, sacrifice it.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-63b\">702.63b<\/span><\/strong> Vanishing without a number means \u201cAt the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it\u201d and \u201cWhen the last time counter is removed from this permanent, sacrifice it.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-63c\">702.63c<\/span><\/strong> If a permanent has multiple instances of vanishing, each works separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-64\">702.64<\/a><\/strong>. Absorb<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-64a\">702.64a<\/span><\/strong> Absorb is a static ability. \u201cAbsorb N\u201d means \u201cIf a source would deal damage to this creature, prevent N of that damage.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-64b\">702.64b<\/span><\/strong> Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-64c\">702.64c<\/span><\/strong> If an object has multiple instances of absorb, each applies separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-65\">702.65<\/a><\/strong>. Aura Swap<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-65a\">702.65a<\/span><\/strong> Aura swap is an activated ability of some Aura cards. \u201cAura swap [cost]\u201d means \u201c[Cost]: You may exchange this permanent with an Aura card in your hand.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-65b\">702.65b<\/span><\/strong> If either half of the exchange can\u2019t be completed, the ability has no effect.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> You activate the aura swap ability of an Aura. The only Aura card in your hand can\u2019t enchant the permanent that\u2019s enchanted by the Aura with aura swap. The ability has no effect.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> You activate the aura swap ability of an Aura that you control but you don\u2019t own. The ability has no effect.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-66\">702.66<\/a><\/strong>. Delve<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-66a\">702.66a<\/span><\/strong> Delve is a static ability that functions while the spell with delve is on the stack. \u201cDelve\u201d means \u201cFor each generic mana in this spell\u2019s total cost, you may exile a card from your graveyard rather than pay that mana.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-66b\">702.66b<\/span><\/strong> The delve ability isn\u2019t an additional or alternative cost and applies only after the total cost of the spell with delve is determined.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-66c\">702.66c<\/span><\/strong> Multiple instances of delve on the same spell are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-67\">702.67<\/a><\/strong>. Fortify<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-67a\">702.67a<\/span><\/strong> Fortify is an activated ability of Fortification cards. \u201cFortify [cost]\u201d means \u201c[Cost]: Attach this Fortification to target land you control. Activate only as a sorcery.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-67b\">702.67b<\/span><\/strong> For more information about Fortifications, see rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-67c\">702.67c<\/span><\/strong> If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-68\">702.68<\/a><\/strong>. Frenzy<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-68a\">702.68a<\/span><\/strong> Frenzy is a triggered ability. \u201cFrenzy N\u201d means \u201cWhenever this creature attacks and isn\u2019t blocked, it gets &#043;N\/&#043;0 until end of turn.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-68b\">702.68b<\/span><\/strong> If a creature has multiple instances of frenzy, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-69\">702.69<\/a><\/strong>. Gravestorm<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-69a\">702.69a<\/span><\/strong> Gravestorm is a triggered ability that functions on the stack. \u201cGravestorm\u201d means \u201cWhen you cast this spell, copy it for each permanent that was put into a graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-69b\">702.69b<\/span><\/strong> If a spell has multiple instances of gravestorm, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-70\">702.70<\/a><\/strong>. Poisonous<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-70a\">702.70a<\/span><\/strong> Poisonous is a triggered ability. \u201cPoisonous N\u201d means \u201cWhenever this creature deals combat damage to a player, that player gets N poison counters.\u201d (For information about poison counters, see rule <a href=\"#rule-104-3d\">104.3d<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-70b\">702.70b<\/span><\/strong> If a creature has multiple instances of poisonous, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-71\">702.71<\/a><\/strong>. Transfigure<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-71a\">702.71a<\/span><\/strong> Transfigure is an activated ability. \u201cTransfigure [cost]\u201d means \u201c[Cost], Sacrifice this permanent: Search your library for a creature card with the same mana value as this permanent and put it onto the battlefield. Then shuffle your library. Activate only as a sorcery.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-72\">702.72<\/a><\/strong>. Champion<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-72a\">702.72a<\/span><\/strong> Champion represents two triggered abilities. \u201cChampion an [object]\u201d means \u201cWhen this permanent enters, sacrifice it unless you exile another [object] you control\u201d and \u201cWhen this permanent leaves the battlefield, return the exiled card to the battlefield under its owner\u2019s control.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-72b\">702.72b<\/span><\/strong> The two abilities represented by champion are linked. See rule <a href=\"#rule-607\">607<\/a>, \u201cLinked Abilities.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-72c\">702.72c<\/span><\/strong> A permanent is \u201cchampioned\u201d by another permanent if the latter exiles the former as the direct result of a champion ability.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-73\">702.73<\/a><\/strong>. Changeling<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-73a\">702.73a<\/span><\/strong> Changeling is a characteristic-defining ability. \u201cChangeling\u201d means \u201cThis object is every creature type.\u201d This ability works everywhere, even outside the game. See rule <a href=\"#rule-604-3\">604.3<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-74\">702.74<\/a><\/strong>. Evoke<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-74a\">702.74a<\/span><\/strong> Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast and a triggered ability that functions on the battlefield. \u201cEvoke [cost]\u201d means \u201cYou may cast this card by paying [cost] rather than paying its mana cost\u201d and \u201cWhen this permanent enters, if its evoke cost was paid, its controller sacrifices it.\u201d Casting a spell for its evoke cost follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-75\">702.75<\/a><\/strong>. Hideaway<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-75a\">702.75a<\/span><\/strong> Hideaway is a triggered ability. \u201cHideaway N\u201d means \u201cWhen this permanent enters, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains \u2018The player who controls the permanent that exiled this card may look at this card in the exile zone.\u2019\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-75b\">702.75b<\/span><\/strong> Previously, the rules for the hideaway ability caused the permanent to enter the battlefield tapped, and the number of cards the player looked at was fixed at four. Cards printed before this rules change had the printed text \u201cHideaway\u201d with no numeral after the word. Those older cards have received errata in the Oracle card reference to have \u201cHideaway 4\u201d and the additional ability \u201c[This permanent] enters tapped.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-76\">702.76<\/a><\/strong>. Prowl<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-76a\">702.76a<\/span><\/strong> Prowl is a static ability that functions on the stack. \u201cProwl [cost]\u201d means \u201cYou may pay [cost] rather than pay this spell\u2019s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell\u2019s creature types.\u201d Casting a spell for its prowl cost follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-77\">702.77<\/a><\/strong>. Reinforce<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-77a\">702.77a<\/span><\/strong> Reinforce is an activated ability that functions only while the card with reinforce is in a player\u2019s hand. \u201cReinforce N\u2014[cost]\u201d means \u201c[Cost], Discard this card: Put N &#043;1\/&#043;1 counters on target creature.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-77b\">702.77b<\/span><\/strong> Although the reinforce ability can be activated only if the card is in a player\u2019s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-78\">702.78<\/a><\/strong>. Conspire<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-78a\">702.78a<\/span><\/strong> Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with conspire is on the stack. The second is a triggered ability that functions while the spell with conspire is on the stack. \u201cConspire\u201d means \u201cAs an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it\u201d and \u201cWhen you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy.\u201d Paying a spell\u2019s conspire cost follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-78b\">702.78b<\/span><\/strong> If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-79\">702.79<\/a><\/strong>. Persist<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-79a\">702.79a<\/span><\/strong> Persist is a triggered ability. \u201cPersist\u201d means \u201cWhen this permanent is put into a graveyard from the battlefield, if it had no -1\/-1 counters on it, return it to the battlefield under its owner\u2019s control with a -1\/-1 counter on it.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-80\">702.80<\/a><\/strong>. Wither<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-80a\">702.80a<\/span><\/strong> Wither is a static ability. Damage dealt to a creature by a source with wither isn\u2019t marked on that creature. Rather, it causes that source\u2019s controller to put that many -1\/-1 counters on that creature. See rule <a href=\"#rule-120-3\">120.3<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-80b\">702.80b<\/span><\/strong> If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had wither.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-80c\">702.80c<\/span><\/strong> The wither rules function no matter what zone an object with wither deals damage from.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-80d\">702.80d<\/span><\/strong> Multiple instances of wither on the same object are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-81\">702.81<\/a><\/strong>. Retrace<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-81a\">702.81a<\/span><\/strong> Retrace is a static ability that functions while the card with retrace is in a player\u2019s graveyard. \u201cRetrace\u201d means \u201cYou may cast this card from your graveyard by discarding a land card as an additional cost to cast it.\u201d Casting a spell using its retrace ability follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-82\">702.82<\/a><\/strong>. Devour<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-82a\">702.82a<\/span><\/strong> Devour is a static ability. \u201cDevour N\u201d means \u201cAs this object enters, you may sacrifice any number of creatures. This permanent enters with N &#043;1\/&#043;1 counters on it for each creature sacrificed this way.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-82b\">702.82b<\/span><\/strong> Some objects have abilities that refer to the number of creatures the permanent devoured. \u201cIt devoured\u201d means \u201csacrificed as a result of its devour ability as it entered the battlefield.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-82c\">702.82c<\/span><\/strong> Devour [quality] is a variant of devour. \u201cDevour [quality] N\u201d means \u201cAs this object enters, you may sacrifice any number of [quality] permanents. This permanent enters with N &#043;1\/&#043;1 counters on it for each permanent sacrificed this way.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-83\">702.83<\/a><\/strong>. Exalted<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-83a\">702.83a<\/span><\/strong> Exalted is a triggered ability. \u201cExalted\u201d means \u201cWhenever a creature you control attacks alone, that creature gets &#043;1\/&#043;1 until end of turn.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-83b\">702.83b<\/span><\/strong> A creature \u201cattacks alone\u201d if it\u2019s the only creature declared as an attacker in a given combat phase. See rule <a href=\"#rule-506-5\">506.5<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-84\">702.84<\/a><\/strong>. Unearth<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-84a\">702.84a<\/span><\/strong> Unearth is an activated ability that functions while the card with unearth is in a graveyard. \u201cUnearth [cost]\u201d means \u201c[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-85\">702.85<\/a><\/strong>. Cascade<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-85a\">702.85a<\/span><\/strong> Cascade is a triggered ability that functions only while the spell with cascade is on the stack. \u201cCascade\u201d means \u201cWhen you cast this spell, exile cards from the top of your library until you exile a nonland card whose mana value is less than this spell\u2019s mana value. You may cast that card without paying its mana cost if the resulting spell\u2019s mana value is less than this spell\u2019s mana value. Then put all cards exiled this way that weren\u2019t cast on the bottom of your library in a random order.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-85b\">702.85b<\/span><\/strong> If an effect allows a player to take an action with one or more of the exiled cards \u201cas you cascade,\u201d the player may take that action after they have finished exiling cards due to the cascade ability. This action is taken before choosing whether to cast the last exiled card or, if no appropriate card was exiled, before putting the exiled cards on the bottom of their library in a random order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-85c\">702.85c<\/span><\/strong> If a spell has multiple instances of cascade, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-86\">702.86<\/a><\/strong>. Annihilator<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-86a\">702.86a<\/span><\/strong> Annihilator is a triggered ability. \u201cAnnihilator N\u201d means \u201cWhenever this creature attacks, defending player sacrifices N permanents.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-86b\">702.86b<\/span><\/strong> If a creature has multiple instances of annihilator, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-87\">702.87<\/a><\/strong>. Level Up<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-87a\">702.87a<\/span><\/strong> Level up is an activated ability. \u201cLevel up [cost]\u201d means \u201c[Cost]: Put a level counter on this permanent. Activate only as a sorcery.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-87b\">702.87b<\/span><\/strong> Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule <a href=\"#rule-711\">711<\/a>, \u201cLeveler Cards.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-87c\">702.87c<\/span><\/strong> Some enchantments have the subtype Class and associated abilities that give them a class level. These are not the same as level up abilities and class levels do not interact with level counters. See rule <a href=\"#rule-716\">716<\/a>, \u201cClass Cards.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-88\">702.88<\/a><\/strong>. Rebound<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-88a\">702.88a<\/span><\/strong> Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. \u201cRebound\u201d means \u201cIf this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-88b\">702.88b<\/span><\/strong> Casting a spell as an effect of its rebound ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-88c\">702.88c<\/span><\/strong> Multiple instances of rebound on the same spell are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-89\">702.89<\/a><\/strong>. Umbra Armor<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-89a\">702.89a<\/span><\/strong> Umbra armor is a static ability that appears on some Auras. \u201cUmbra armor\u201d means \u201cIf enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-89b\">702.89b<\/span><\/strong> Some older cards were printed with the ability \u201ctotem armor\u201d or referenced that ability. The text of these cards has been updated in the Oracle card reference to refer to umbra armor instead.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-90\">702.90<\/a><\/strong>. Infect<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-90a\">702.90a<\/span><\/strong> Infect is a static ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-90b\">702.90b<\/span><\/strong> Damage dealt to a player by a source with infect doesn\u2019t cause that player to lose life. Rather, it causes that source\u2019s controller to give the player that many poison counters. See rule <a href=\"#rule-120-3\">120.3<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-90c\">702.90c<\/span><\/strong> Damage dealt to a creature by a source with infect isn\u2019t marked on that creature. Rather, it causes that source\u2019s controller to put that many -1\/-1 counters on that creature. See rule <a href=\"#rule-120-3\">120.3<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-90d\">702.90d<\/span><\/strong> If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had infect.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-90e\">702.90e<\/span><\/strong> The infect rules function no matter what zone an object with infect deals damage from.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-90f\">702.90f<\/span><\/strong> Multiple instances of infect on the same object are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-91\">702.91<\/a><\/strong>. Battle Cry<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-91a\">702.91a<\/span><\/strong> Battle cry is a triggered ability. \u201cBattle cry\u201d means \u201cWhenever this creature attacks, each other attacking creature gets &#043;1\/&#043;0 until end of turn.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-91b\">702.91b<\/span><\/strong> If a creature has multiple instances of battle cry, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-92\">702.92<\/a><\/strong>. Living Weapon<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-92a\">702.92a<\/span><\/strong> Living weapon is a triggered ability. \u201cLiving weapon\u201d means \u201cWhen this Equipment enters, create a 0\/0 black Phyrexian Germ creature token, then attach this Equipment to it.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-93\">702.93<\/a><\/strong>. Undying<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-93a\">702.93a<\/span><\/strong> Undying is a triggered ability. \u201cUndying\u201d means \u201cWhen this permanent is put into a graveyard from the battlefield, if it had no &#043;1\/&#043;1 counters on it, return it to the battlefield under its owner\u2019s control with a &#043;1\/&#043;1 counter on it.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-94\">702.94<\/a><\/strong>. Miracle<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-94a\">702.94a<\/span><\/strong> Miracle is a static ability linked to a triggered ability. (See rule <a href=\"#rule-603-11\">603.11<\/a>.) \u201cMiracle [cost]\u201d means \u201cYou may reveal this card from your hand as you draw it if it\u2019s the first card you\u2019ve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-94b\">702.94b<\/span><\/strong> If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack. (See rule <a href=\"#rule-701-20a\">701.20a<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-95\">702.95<\/a><\/strong>. Soulbond<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-95a\">702.95a<\/span><\/strong> Soulbond is a keyword that represents two triggered abilities. \u201cSoulbond\u201d means \u201cWhen this creature enters, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control\u201d and \u201cWhenever another creature you control enters, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-95b\">702.95b<\/span><\/strong> A creature becomes \u201cpaired\u201d with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An \u201cunpaired\u201d creature is one that is not paired.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-95c\">702.95c<\/span><\/strong> When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-95d\">702.95d<\/span><\/strong> A creature can be paired with only one other creature.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-95e\">702.95e<\/span><\/strong> A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it\u2019s paired with; it or the creature it\u2019s paired with stops being a creature; or it or the creature it\u2019s paired with leaves the battlefield.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-96\">702.96<\/a><\/strong>. Overload<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-96a\">702.96a<\/span><\/strong> Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means \u201cYou may choose to pay [cost] rather than pay this spell\u2019s mana cost\u201d and \u201cIf you chose to pay this spell\u2019s overload cost, change its text by replacing all instances of the word \u2018target\u2019 with the word \u2018each.\u2019\u201d Casting a spell using its overload ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-96b\">702.96b<\/span><\/strong> If a player chooses to pay the overload cost of a spell, that spell won\u2019t require any targets. It may affect objects that couldn\u2019t be chosen as legal targets if the spell were cast without its overload cost being paid.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-96c\">702.96c<\/span><\/strong> Overload\u2019s second ability creates a text-changing effect. See rule <a href=\"#rule-612\">612<\/a>, \u201cText-Changing Effects.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-97\">702.97<\/a><\/strong>. Scavenge<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-97a\">702.97a<\/span><\/strong> Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. \u201cScavenge [cost]\u201d means \u201c[Cost], Exile this card from your graveyard: Put a number of &#043;1\/&#043;1 counters equal to the power of the card you exiled on target creature. Activate only as a sorcery.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-98\">702.98<\/a><\/strong>. Unleash<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-98a\">702.98a<\/span><\/strong> Unleash is a keyword that represents two static abilities. \u201cUnleash\u201d means \u201cYou may have this permanent enter with an additional &#043;1\/&#043;1 counter on it\u201d and \u201cThis permanent can\u2019t block as long as it has a &#043;1\/&#043;1 counter on it.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-99\">702.99<\/a><\/strong>. Cipher<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-99a\">702.99a<\/span><\/strong> Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. \u201cCipher\u201d means \u201cIf this spell is represented by a card, you may exile this card encoded on a creature you control\u201d and \u201cFor as long as this card is encoded on that creature, that creature has \u2018Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.\u2019\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-99b\">702.99b<\/span><\/strong> The term \u201cencoded\u201d describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-99c\">702.99c<\/span><\/strong> The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-100\">702.100<\/a><\/strong>. Evolve<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-100a\">702.100a<\/span><\/strong> Evolve is a triggered ability. \u201cEvolve\u201d means \u201cWhenever a creature you control enters, if that creature\u2019s power is greater than this creature\u2019s power and\/or that creature\u2019s toughness is greater than this creature\u2019s toughness, put a &#043;1\/&#043;1 counter on this creature.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-100b\">702.100b<\/span><\/strong> A creature \u201cevolves\u201d when one or more &#043;1\/&#043;1 counters are put on it as a result of its evolve ability resolving.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-100c\">702.100c<\/span><\/strong> A creature can\u2019t have a greater power or toughness than a noncreature permanent.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-100d\">702.100d<\/span><\/strong> If a creature has multiple instances of evolve, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-101\">702.101<\/a><\/strong>. Extort<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-101a\">702.101a<\/span><\/strong> Extort is a triggered ability. \u201cExtort\u201d means \u201cWhenever you cast a spell, you may pay {W\/B}. If you do, each opponent loses 1 life and you gain life equal to the total life lost this way.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-101b\">702.101b<\/span><\/strong> If a permanent has multiple instances of extort, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-102\">702.102<\/a><\/strong>. Fuse<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-102a\">702.102a<\/span><\/strong> Fuse is a static ability found on some split cards (see rule <a href=\"#rule-709\">709<\/a>, \u201cSplit Cards\u201d) that applies while the card with fuse is in a player\u2019s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-102b\">702.102b<\/span><\/strong> A fused split spell has the combined characteristics of its two halves. (See rule <a href=\"#rule-709-4\">709.4<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-102c\">702.102c<\/span><\/strong> The total cost of a fused split spell includes the mana cost of each half.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-102d\">702.102d<\/span><\/strong> As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-103\">702.103<\/a><\/strong>. Bestow<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-103a\">702.103a<\/span><\/strong> Bestow represents a static ability that functions in any zone from which you could play the card it\u2019s on. \u201cBestow [cost]\u201d means \u201cAs you cast this spell, you may choose to cast it bestowed. If you do, you pay [cost] rather than its mana cost.\u201d Casting a spell using its bestow ability follows the rules for paying alternative costs (see <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-103b\">702.103b<\/span><\/strong> As a spell cast bestowed is put onto the stack, it becomes an Aura enchantment and gains enchant creature. It is a bestowed Aura spell, and the permanent it becomes as it resolves will be a bestowed Aura. These effects last until the spell or the permanent it becomes ceases to be bestowed (see rules <a href=\"#rule-702-103e\">702.103e\u2013g<\/a>). Because the spell is an Aura spell, its controller must choose a legal target for that spell as defined by its enchant creature ability and rule <a href=\"#rule-601-2c\">601.2c<\/a>. See also rule <a href=\"#rule-303-4\">303.4<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-103c\">702.103c<\/span><\/strong> If a bestowed Aura spell is copied, the copy is also a bestowed Aura spell. Any rule that refers to a spell cast bestowed applies to the copy as well.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-103d\">702.103d<\/span><\/strong> When casting a spell bestowed, only its characteristics as modified by the bestow ability are evaluated to determine if it can be cast.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Aether Storm is an enchantment with the ability \u201cCreature spells can\u2019t be cast.\u201d This effect doesn\u2019t stop a creature card with bestow from being cast bestowed.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Garruk\u2019s Horde says, in part, \u201cYou may cast creature spells from the top of your library.\u201d If you control Garruk\u2019s Horde and the top card of your library is a creature card with bestow, you can cast it as a creature spell, but you can\u2019t cast it bestowed.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-103e\">702.103e<\/span><\/strong> As a bestowed Aura spell begins resolving, if its target is illegal, it ceases to be bestowed and the effect making it an Aura spell ends. It continues resolving as a creature spell. See rule <a href=\"#rule-608-3b\">608.3b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-103f\">702.103f<\/span><\/strong> If a bestowed Aura becomes unattached, it ceases to be bestowed. If a bestowed Aura is attached to an illegal object or player, it becomes unattached and ceases to be bestowed. This is an exception to rule <a href=\"#rule-704-5m\">704.5m<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-103g\">702.103g<\/span><\/strong> If a bestowed Aura phases in unattached, it ceases to be bestowed. See rule <a href=\"#rule-702-26\">702.26<\/a>, \u201cPhasing.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-104\">702.104<\/a><\/strong>. Tribute<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-104a\">702.104a<\/span><\/strong> Tribute is a static ability that functions as the creature with tribute is entering the battlefield. \u201cTribute N\u201d means \u201cAs this creature enters, choose an opponent. That player may put an additional N &#043;1\/&#043;1 counters on it as it enters.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-104b\">702.104b<\/span><\/strong> Objects with tribute have triggered abilities that check \u201cif tribute wasn\u2019t paid.\u201d This condition is true if the opponent chosen as a result of the tribute ability didn\u2019t have the creature enter the battlefield with &#043;1\/&#043;1 counters as specified by the creature\u2019s tribute ability.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-105\">702.105<\/a><\/strong>. Dethrone<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-105a\">702.105a<\/span><\/strong> Dethrone is a triggered ability. \u201cDethrone\u201d means \u201cWhenever this creature attacks the player with the most life or tied for most life, put a &#043;1\/&#043;1 counter on this creature.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-105b\">702.105b<\/span><\/strong> If a creature has multiple instances of dethrone, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-106\">702.106<\/a><\/strong>. Hidden Agenda<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-106a\">702.106a<\/span><\/strong> Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. \u201cHidden agenda\u201d means \u201cAs you put this conspiracy card into the command zone, turn it face down and secretly choose a card name.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-106b\">702.106b<\/span><\/strong> To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-106c\">702.106c<\/span><\/strong> Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule <a href=\"#rule-116-2j\">116.2j<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-106d\">702.106d<\/span><\/strong> Hidden agenda and another ability of the object with hidden agenda that refers to \u201cthe chosen name\u201d are linked. The second ability refers only to the card name chosen as a result of that object\u2019s hidden agenda ability. See rule <a href=\"#rule-607-2d\">607.2d<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-106e\">702.106e<\/span><\/strong> If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-106f\">702.106f<\/span><\/strong> Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You don\u2019t reveal that more than one name was secretly chosen until you reveal the chosen names.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-107\">702.107<\/a><\/strong>. Outlast<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-107a\">702.107a<\/span><\/strong> Outlast is an activated ability. \u201cOutlast [cost]\u201d means \u201c[Cost], {T}: Put a &#043;1\/&#043;1 counter on this creature. Activate only as a sorcery.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-108\">702.108<\/a><\/strong>. Prowess<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-108a\">702.108a<\/span><\/strong> Prowess is a triggered ability. \u201cProwess\u201d means \u201cWhenever you cast a noncreature spell, this creature gets &#043;1\/&#043;1 until end of turn.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-108b\">702.108b<\/span><\/strong> If a creature has multiple instances of prowess, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-109\">702.109<\/a><\/strong>. Dash<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-109a\">702.109a<\/span><\/strong> Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. \u201cDash [cost]\u201d means \u201cYou may cast this card by paying [cost] rather than its mana cost,\u201d \u201cIf this spell\u2019s dash cost was paid, return the permanent this spell becomes to its owner\u2019s hand at the beginning of the next end step,\u201d and \u201cAs long as this permanent\u2019s dash cost was paid, it has haste.\u201d Casting a spell for its dash cost follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-110\">702.110<\/a><\/strong>. Exploit<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-110a\">702.110a<\/span><\/strong> Exploit is a triggered ability. \u201cExploit\u201d means \u201cWhen this creature enters, you may sacrifice a creature.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-110b\">702.110b<\/span><\/strong> A creature with exploit \u201cexploits a creature\u201d when the controller of the exploit ability sacrifices a creature as that ability resolves.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-111\">702.111<\/a><\/strong>. Menace<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-111a\">702.111a<\/span><\/strong> Menace is an evasion ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-111b\">702.111b<\/span><\/strong> A creature with menace can\u2019t be blocked except by two or more creatures. (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-111c\">702.111c<\/span><\/strong> Multiple instances of menace on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-112\">702.112<\/a><\/strong>. Renown<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-112a\">702.112a<\/span><\/strong> Renown is a triggered ability. \u201cRenown N\u201d means \u201cWhen this creature deals combat damage to a player, if it isn\u2019t renowned, put N &#043;1\/&#043;1 counters on it and it becomes renowned.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-112b\">702.112b<\/span><\/strong> Renowned is a designation that has no rules meaning other than to act as a marker that the renown ability and other spells and abilities can identify. Only permanents can be or become renowned. Once a permanent becomes renowned, it stays renowned until it leaves the battlefield. Renowned is neither an ability nor part of the permanent\u2019s copiable values.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-112c\">702.112c<\/span><\/strong> If a creature has multiple instances of renown, each triggers separately. The first such ability to resolve will cause the creature to become renowned, and subsequent abilities will have no effect. (See rule <a href=\"#rule-603-4\">603.4<\/a>)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-113\">702.113<\/a><\/strong>. Awaken<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-113a\">702.113a<\/span><\/strong> Awaken appears on some instants and sorceries. It represents two abilities: a static ability that functions while the spell with awaken is on the stack and a spell ability. \u201cAwaken N\u2014[cost]\u201d means \u201cYou may pay [cost] rather than pay this spell\u2019s mana cost as you cast this spell\u201d and \u201cIf this spell\u2019s awaken cost was paid, put N &#043;1\/&#043;1 counters on target land you control. That land becomes a 0\/0 Elemental creature with haste. It\u2019s still a land.\u201d Casting a spell using its awaken ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-113b\">702.113b<\/span><\/strong> The controller of a spell with awaken chooses the target of the awaken spell ability only if that player chose to pay the spell\u2019s awaken cost. Otherwise the spell is cast as if it didn\u2019t have that target.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-114\">702.114<\/a><\/strong>. Devoid<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-114a\">702.114a<\/span><\/strong> Devoid is a characteristic-defining ability. \u201cDevoid\u201d means \u201cThis object is colorless.\u201d This ability functions everywhere, even outside the game. See rule <a href=\"#rule-604-3\">604.3<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-115\">702.115<\/a><\/strong>. Ingest<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-115a\">702.115a<\/span><\/strong> Ingest is a triggered ability. \u201cIngest\u201d means \u201cWhenever this creature deals combat damage to a player, that player exiles the top card of their library.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-115b\">702.115b<\/span><\/strong> If a creature has multiple instances of ingest, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-116\">702.116<\/a><\/strong>. Myriad<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-116a\">702.116a<\/span><\/strong> Myriad is a triggered ability that may also create a delayed triggered ability. \u201cMyriad\u201d means \u201cWhenever this creature attacks, for each opponent other than defending player, you may create a token that\u2019s a copy of this creature that\u2019s tapped and attacking that player or a planeswalker they control. If one or more tokens are created this way, exile the tokens at end of combat.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-116b\">702.116b<\/span><\/strong> If a creature has multiple instances of myriad, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-117\">702.117<\/a><\/strong>. Surge<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-117a\">702.117a<\/span><\/strong> Surge is a static ability that functions while the spell with surge is on the stack. \u201cSurge [cost]\u201d means \u201cYou may pay [cost] rather than pay this spell\u2019s mana cost as you cast this spell if you or one of your teammates has cast another spell this turn.\u201d Casting a spell for its surge cost follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-118\">702.118<\/a><\/strong>. Skulk<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-118a\">702.118a<\/span><\/strong> Skulk is an evasion ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-118b\">702.118b<\/span><\/strong> A creature with skulk can\u2019t be blocked by creatures with greater power. (See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-118c\">702.118c<\/span><\/strong> Multiple instances of skulk on the same creature are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-119\">702.119<\/a><\/strong>. Emerge<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-119a\">702.119a<\/span><\/strong> Emerge represents two static abilities that function while the spell with emerge is on the stack. \u201cEmerge [cost]\u201d means \u201cYou may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost\u201d and \u201cIf you chose to pay this spell\u2019s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature\u2019s mana value.\u201d Casting a spell using its emerge ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-119b\">702.119b<\/span><\/strong> Emerge from [quality] is a variant of emerge. \u201cEmerge from [quality] [cost]\u201d means \u201cYou may cast this spell by paying [cost] and sacrificing a [quality] permanent rather than paying its mana cost\u201d and \u201cIf you pay this spell\u2019s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed permanent\u2019s mana value.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-119c\">702.119c<\/span><\/strong> You choose which permanent to sacrifice as you choose to pay a spell\u2019s emerge cost (see rule <a href=\"#rule-601-2b\">601.2b<\/a>), and you sacrifice that permanent as you pay the total cost (see rule <a href=\"#rule-601-2h\">601.2h<\/a>).<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-120\">702.120<\/a><\/strong>. Escalate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-120a\">702.120a<\/span><\/strong> Escalate is a static ability of modal spells (see rule <a href=\"#rule-700-2\">700.2<\/a>) that functions while the spell with escalate is on the stack. \u201cEscalate [cost]\u201d means \u201cFor each mode you choose beyond the first as you cast this spell, you pay an additional [cost].\u201d Paying a spell\u2019s escalate cost follows the rules for paying additional costs in rules <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-121\">702.121<\/a><\/strong>. Melee<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-121a\">702.121a<\/span><\/strong> Melee is a triggered ability. \u201cMelee\u201d means \u201cWhenever this creature attacks, it gets &#043;1\/&#043;1 until end of turn for each opponent you attacked with a creature this combat.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-121b\">702.121b<\/span><\/strong> If a creature has multiple instances of melee, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-122\">702.122<\/a><\/strong>. Crew<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-122a\">702.122a<\/span><\/strong> Crew is an activated ability of Vehicle cards. \u201cCrew N\u201d means \u201cTap any number of other untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-122b\">702.122b<\/span><\/strong> A creature \u201ccrews a Vehicle\u201d when it\u2019s tapped to pay the cost to activate a Vehicle\u2019s crew ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-122c\">702.122c<\/span><\/strong> If an effect states that a creature \u201ccan\u2019t crew Vehicles,\u201d that creature can\u2019t be tapped to pay the crew cost of a Vehicle.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-122d\">702.122d<\/span><\/strong> Some Vehicles have abilities that trigger when they become crewed. \u201cWhenever [this Vehicle] becomes crewed\u201d means \u201cWhenever a crew ability of [this Vehicle] resolves.\u201d If that ability has an intervening \u201cif\u201d clause that refers to information about the creatures that crewed it, it means only creatures that were tapped to pay the cost of the crew ability that caused it to trigger.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-123\">702.123<\/a><\/strong>. Fabricate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-123a\">702.123a<\/span><\/strong> Fabricate is a triggered ability. \u201cFabricate N\u201d means \u201cWhen this permanent enters, you may put N &#043;1\/&#043;1 counters on it. If you don\u2019t, create N 1\/1 colorless Servo artifact creature tokens.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-123b\">702.123b<\/span><\/strong> If a permanent has multiple instances of fabricate, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-124\">702.124<\/a><\/strong>. Partner<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124a\">702.124a<\/span><\/strong> Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule <a href=\"#rule-903\">903<\/a>), and they function before the game begins. Each partner ability allows you to designate two legendary cards as your commander rather than one. Each partner ability has its own requirements for those two commanders. The partner abilities are: partner, partner\u2014[text], partner with [name], choose a Background, and Doctor\u2019s companion.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124b\">702.124b<\/span><\/strong> Your deck must contain exactly <a href=\"#rule-100\">100<\/a> cards, including its two commanders. Both commanders begin the game in the command zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124c\">702.124c<\/span><\/strong> A rule or effect that refers to your commander\u2019s color identity refers to the combined color identities of your two commanders. See rule <a href=\"#rule-903-4\">903.4<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124d\">702.124d<\/span><\/strong> Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast (see rule <a href=\"#rule-903-8\">903.8<\/a>). When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately (see rule <a href=\"#rule-903-10a\">903.10a<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124e\">702.124e<\/span><\/strong> If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124f\">702.124f<\/span><\/strong> Different partner abilities are distinct from one another and cannot be combined. For example, you cannot designate two cards as your commander if one of them has \u201cpartner\u201d and the other has \u201cpartner with [name].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124g\">702.124g<\/span><\/strong> If a legendary card has more than one partner ability, you may choose which one to use when designating your commander, but you can\u2019t use both. Notably, no partner ability or combination of partner abilities can ever let a player have more than two commanders.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124h\">702.124h<\/span><\/strong> \u201cPartner\u201d means \u201cYou may designate two legendary cards as your commander rather than one if each of them has partner.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124i\">702.124i<\/span><\/strong> \u201cPartner\u2014[text]\u201d means \u201cYou may designate two legendary cards as your commander rather than one if each of them has the same \u2018partner\u2014[text]\u2019 ability.\u201d The \u201cpartner\u2014[text]\u201d abilities are \u201cpartner\u2014Character select,\u201d \u201cpartner\u2014Father &amp; son,\u201d \u201cpartner\u2014Friends forever,\u201d and \u201cpartner\u2014Survivors.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124j\">702.124j<\/span><\/strong> \u201cPartner with [name]\u201d represents two abilities. It means \u201cYou may designate two legendary cards as your commander rather than one if each has a \u2018partner with [name]\u2019 ability with the other\u2019s name\u201d and \u201cWhen this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124k\">702.124k<\/span><\/strong> \u201cChoose a Background\u201d means \u201cYou may designate two cards as your commander rather than one if one of them is this card and the other is a legendary Background enchantment card.\u201d You can\u2019t designate two cards as your commander if one has a \u201cchoose a Background\u201d ability and the other is not a legendary Background enchantment card, and legendary Background enchantment cards can\u2019t be your commander unless you have also designated a commander with \u201cchoose a Background.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124m\">702.124m<\/span><\/strong> \u201cDoctor\u2019s companion\u201d means \u201cYou may designate two legendary creature cards as your commander rather than one if one of them is this card and the other is a legendary Time Lord Doctor creature card that has no other creature types.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-124n\">702.124n<\/span><\/strong> If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect refers to the partner ability or cards with partner and doesn\u2019t mention a specific variant of the partner ability by name, it is referring only to partner, partner\u2014[text], partner with [name], or cards with any of those abilities, and it does not refer to any other partner variant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-125\">702.125<\/a><\/strong>. Undaunted<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-125a\">702.125a<\/span><\/strong> Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means \u201cThis spell costs {1} less to cast for each opponent you have.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-125b\">702.125b<\/span><\/strong> Players who have left the game are not counted when determining how many opponents you have.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-125c\">702.125c<\/span><\/strong> If a spell has multiple instances of undaunted, each of them applies.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-126\">702.126<\/a><\/strong>. Improvise<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-126a\">702.126a<\/span><\/strong> Improvise is a static ability that functions while the spell with improvise is on the stack. \u201cImprovise\u201d means \u201cFor each generic mana in this spell\u2019s total cost, you may tap an untapped artifact you control rather than pay that mana.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-126b\">702.126b<\/span><\/strong> The improvise ability isn\u2019t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-126c\">702.126c<\/span><\/strong> Multiple instances of improvise on the same spell are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-127\">702.127<\/a><\/strong>. Aftermath<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-127a\">702.127a<\/span><\/strong> Aftermath is an ability found on some split cards (see rule <a href=\"#rule-709\">709<\/a>, \u201cSplit Cards\u201d). It represents three static abilities. \u201cAftermath\u201d means \u201cYou may cast this half of this split card from your graveyard,\u201d \u201cThis half of this split card can\u2019t be cast from any zone other than a graveyard,\u201d and \u201cIf this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-128\">702.128<\/a><\/strong>. Embalm<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-128a\">702.128a<\/span><\/strong> Embalm is an activated ability that functions while the card with embalm is in a graveyard. \u201cEmbalm [cost]\u201d means \u201c[Cost], Exile this card from your graveyard: Create a token that\u2019s a copy of this card, except it\u2019s white, it has no mana cost, and it\u2019s a Zombie in addition to its other types. Activate only as a sorcery.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-128b\">702.128b<\/span><\/strong> A token is \u201cembalmed\u201d if it\u2019s created by a resolving embalm ability.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-129\">702.129<\/a><\/strong>. Eternalize<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-129a\">702.129a<\/span><\/strong> Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. \u201cEternalize [cost]\u201d means \u201c[Cost], Exile this card from your graveyard: Create a token that\u2019s a copy of this card, except it\u2019s black, it\u2019s 4\/4, it has no mana cost, and it\u2019s a Zombie in addition to its other types. Activate only as a sorcery.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-130\">702.130<\/a><\/strong>. Afflict<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-130a\">702.130a<\/span><\/strong> Afflict is a triggered ability. \u201cAfflict N\u201d means \u201cWhenever this creature becomes blocked, defending player loses N life.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-130b\">702.130b<\/span><\/strong> If a creature has multiple instances of afflict, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-131\">702.131<\/a><\/strong>. Ascend<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-131a\">702.131a<\/span><\/strong> Ascend on an instant or sorcery spell represents a spell ability. It means \u201cIf you control ten or more permanents and you don\u2019t have the city\u2019s blessing, you get the city\u2019s blessing for the rest of the game.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-131b\">702.131b<\/span><\/strong> Ascend on a permanent represents a static ability. It means \u201cAny time you control ten or more permanents and you don\u2019t have the city\u2019s blessing, you get the city\u2019s blessing for the rest of the game.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-131c\">702.131c<\/span><\/strong> The city\u2019s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city\u2019s blessing at the same time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-131d\">702.131d<\/span><\/strong> After a player gets the city\u2019s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-132\">702.132<\/a><\/strong>. Assist<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-132a\">702.132a<\/span><\/strong> Assist is a static ability that modifies the rules of paying for the spell with assist (see rules <a href=\"#rule-601-2g\">601.2g<\/a>-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spell\u2019s total cost.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-133\">702.133<\/a><\/strong>. Jump-Start<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-133a\">702.133a<\/span><\/strong> Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player\u2019s graveyard and another that functions while the card is on the stack. \u201cJump-start\u201d means \u201cYou may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by discarding a card as an additional cost to cast it\u201d and \u201cIf this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack.\u201d Casting a spell using its jump-start ability follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-134\">702.134<\/a><\/strong>. Mentor<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-134a\">702.134a<\/span><\/strong> Mentor is a triggered ability. \u201cMentor\u201d means \u201cWhenever this creature attacks, put a &#043;1\/&#043;1 counter on target attacking creature with power less than this creature\u2019s power.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-134b\">702.134b<\/span><\/strong> If a creature has multiple instances of mentor, each triggers separately.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-134c\">702.134c<\/span><\/strong> An ability that triggers whenever a creature mentors another creature triggers whenever a mentor ability whose source is the first creature and whose target is the second creature resolves.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-135\">702.135<\/a><\/strong>. Afterlife<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-135a\">702.135a<\/span><\/strong> Afterlife is a triggered ability. \u201cAfterlife N\u201d means \u201cWhen this permanent is put into a graveyard from the battlefield, create N 1\/1 white and black Spirit creature tokens with flying.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-135b\">702.135b<\/span><\/strong> If a permanent has multiple instances of afterlife, each triggers separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-136\">702.136<\/a><\/strong>. Riot<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-136a\">702.136a<\/span><\/strong> Riot is a static ability. \u201cRiot\u201d means \u201cYou may have this permanent enter with an additional &#043;1\/&#043;1 counter on it. If you don\u2019t, it gains haste.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-136b\">702.136b<\/span><\/strong> If a permanent has multiple instances of riot, each works separately.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-137\">702.137<\/a><\/strong>. Spectacle<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-137a\">702.137a<\/span><\/strong> Spectacle is a static ability that functions on the stack. \u201cSpectacle [cost]\u201d means \u201cYou may pay [cost] rather than pay this spell\u2019s mana cost if an opponent lost life this turn.\u201d Casting a spell for its spectacle cost follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-138\">702.138<\/a><\/strong>. Escape<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-138a\">702.138a<\/span><\/strong> Escape represents a static ability that functions while the card with escape is in a player\u2019s graveyard. \u201cEscape [cost]\u201d means \u201cYou may cast this card from your graveyard by paying [cost] rather than paying its mana cost.\u201d Casting a spell using its escape ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-138b\">702.138b<\/span><\/strong> A spell or permanent \u201cescaped\u201d if that spell or the spell that became that permanent as it resolved was cast from a graveyard with an escape ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-138c\">702.138c<\/span><\/strong> An ability that reads \u201c[This permanent] escapes with [one or more of a kind of counter]\u201d means \u201cIf this permanent escaped, it enters with [those counters]\u201d That ability may have a triggered ability linked to it that triggers \u201cWhen it enters this way.\u201d (See rule <a href=\"#rule-603-11\">603.11<\/a>.) Such a triggered ability triggers when that permanent enters the battlefield after its replacement effect was applied, even if that replacement effect had no effect.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-138d\">702.138d<\/span><\/strong> An ability that reads \u201c[This permanent] escapes with [ability]\u201d means \u201cIf this permanent escaped, it has [ability].\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-139\">702.139<\/a><\/strong>. Companion<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-139a\">702.139a<\/span><\/strong> Companion is a keyword ability that functions outside the game. It\u2019s written as \u201cCompanion\u2014[Condition].\u201d Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule <a href=\"#rule-103-2b\">103.2b<\/a>.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn\u2019t use the stack (see rule <a href=\"#rule-116-2g\">116.2g<\/a>). This is a change from previous rules.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-139b\">702.139b<\/span><\/strong> If a companion ability refers to your starting deck, it refers to your deck after you\u2019ve set aside any sideboard cards. In a Commander game, this is also before you\u2019ve set aside your commander.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-139c\">702.139c<\/span><\/strong> Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-139d\">702.139d<\/span><\/strong> Cards can enter Commander games from outside the game via the companion special action.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-140\">702.140<\/a><\/strong>. Mutate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-140a\">702.140a<\/span><\/strong> Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. \u201cMutate [cost]\u201d means \u201cYou may pay [cost] rather than pay this spell\u2019s mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell.\u201d Casting a spell using its mutate ability follows the rules for paying alternative costs (see <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-140b\">702.140b<\/span><\/strong> As a mutating creature spell begins resolving, if its target is illegal, it ceases to be a mutating creature spell and continues resolving as a creature spell and will be put onto the battlefield under the control of the spell\u2019s controller.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-140c\">702.140c<\/span><\/strong> As a mutating creature spell resolves, if its target is legal, it doesn\u2019t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule <a href=\"#rule-729\">729<\/a>, \u201cMerging with Permanents\u201d). The spell\u2019s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-140d\">702.140d<\/span><\/strong> An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-140e\">702.140e<\/span><\/strong> A mutated permanent has all abilities of each card and token that represents it. Its other characteristics are derived from the topmost card or token.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-140f\">702.140f<\/span><\/strong> Any effect that refers to or modifies the mutating creature spell refers to or modifies the mutated permanent it merges with as it resolves.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-141\">702.141<\/a><\/strong>. Encore<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-141a\">702.141a<\/span><\/strong> Encore is an activated ability that functions while the card with encore is in a graveyard. \u201cEncore [cost]\u201d means \u201c[Cost], Exile this card from your graveyard: For each opponent, create a token that\u2019s a copy of this card that attacks that opponent this turn if able. The tokens gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-142\">702.142<\/a><\/strong>. Boast<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-142a\">702.142a<\/span><\/strong> A boast ability is a special kind of activated ability. \u201cBoast \u2014 [Cost]: [Effect]\u201d means \u201c[Cost]: [Effect]. Activate only if this creature attacked this turn and only once each turn.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-142b\">702.142b<\/span><\/strong> Effects may refer to boast abilities. If an effect refers to a creature boasting, it means its boast ability being activated.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-143\">702.143<\/a><\/strong>. Foretell<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-143a\">702.143a<\/span><\/strong> Foretell is a keyword that functions while the card with foretell is in a player\u2019s hand. Any time a player has priority during their turn, that player may pay {2} and exile a card with foretell from their hand face down. That player may look at that card as long as it remains in exile. They may cast that card after the current turn has ended by paying any foretell cost it has rather than paying that spell\u2019s mana cost. Casting a spell this way follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-143b\">702.143b<\/span><\/strong> Exiling a card using its foretell ability is a special action, which doesn\u2019t use the stack. See rule <a href=\"#rule-116\">116<\/a>, \u201cSpecial Actions.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-143c\">702.143c<\/span><\/strong> If an effect refers to foretelling a card, it means performing the special action associated with a foretell ability. If an effect refers to a card or spell that was foretold, it means a card put in the exile zone as a result of the special action associated with a foretell ability, or a spell that was a foretold card before it was cast, even if it was cast for a cost other than a foretell cost.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-143d\">702.143d<\/span><\/strong> If an effect states that a card in exile becomes foretold, that card becomes a foretold card. That effect may give the card a foretell cost. That card\u2019s owner may look at that card as long as it remains in exile and it may be cast for any foretell cost it has after the turn it became a foretold card has ended, even if the resulting spell doesn\u2019t have foretell.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-143e\">702.143e<\/span><\/strong> If a player owns multiple foretold cards in exile, they must ensure that those cards can be easily differentiated from each other and from any other face-down cards in exile which that player owns. This includes knowing both the order in which those cards were put into exile and any foretell costs other than their printed foretell costs those cards may have.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-143f\">702.143f<\/span><\/strong> If a player leaves the game, all face-down foretold cards that player owns must be revealed to all players. At the end of each game, all face-down foretold cards must be revealed to all players.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-144\">702.144<\/a><\/strong>. Demonstrate<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-144a\">702.144a<\/span><\/strong> Demonstrate is a triggered ability. \u201cDemonstrate\u201d means \u201cWhen you cast this spell, you may copy it and you may choose new targets for the copy. If you copy the spell, choose an opponent. That player copies the spell and may choose new targets for that copy.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-145\">702.145<\/a><\/strong>. Daybound and Nightbound<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-145a\">702.145a<\/span><\/strong> Daybound and nightbound are found on opposite faces of some double-faced cards (see rule <a href=\"#rule-712\">712<\/a>, \u201cDouble-Faced Cards\u201d).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-145b\">702.145b<\/span><\/strong> Daybound is found on the front faces of some double-faced cards and represents three static abilities. \u201cDaybound\u201d means \u201cIf it is night and this permanent is represented by a double-faced card, it enters transformed,\u201d \u201cAs it becomes night, if this permanent is front face up, transform it,\u201d and \u201cThis permanent can\u2019t transform except due to its daybound ability.\u201d See rule <a href=\"#rule-730\">730<\/a>, \u201cDay and Night.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-145c\">702.145c<\/span><\/strong> Any time a player controls a permanent that is front face up with daybound and it\u2019s night, that player transforms that permanent. This happens immediately and isn\u2019t a state-based action.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-145d\">702.145d<\/span><\/strong> Any time a player controls a permanent with daybound, if it\u2019s neither day nor night, it becomes day.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-145e\">702.145e<\/span><\/strong> Nightbound is found on the back faces of some double-faced cards and represents two static abilities. \u201cNightbound\u201d means \u201cAs it becomes day, if this permanent is back face up, transform it\u201d and \u201cThis permanent can\u2019t transform except due to its nightbound ability.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-145f\">702.145f<\/span><\/strong> Any time a player controls a permanent that is back face up with nightbound and it\u2019s day, that player transforms that permanent. This happens immediately and isn\u2019t a state-based action.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-145g\">702.145g<\/span><\/strong> Any time a player controls a permanent with nightbound, if it\u2019s neither day nor night and there are no permanents with daybound on the battlefield, it becomes night.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-146\">702.146<\/a><\/strong>. Disturb<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-146a\">702.146a<\/span><\/strong> Disturb is an ability found on the front face of some double-faced cards (see rule <a href=\"#rule-712\">712<\/a>, \u201cDouble-Faced Cards\u201d). \u201cDisturb [cost]\u201d means \u201cYou may cast this card transformed from your graveyard by paying [cost] rather than its mana cost.\u201d See rule <a href=\"#rule-712-8c\">712.8c<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-146b\">702.146b<\/span><\/strong> A resolving double-faced spell that was cast using its disturb ability enters the battlefield with its back face up.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-147\">702.147<\/a><\/strong>. Decayed<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-147a\">702.147a<\/span><\/strong> Decayed represents a static ability and a triggered ability. \u201cDecayed\u201d means \u201cThis creature can\u2019t block\u201d and \u201cWhen this creature attacks, sacrifice it at end of combat.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-148\">702.148<\/a><\/strong>. Cleave<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-148a\">702.148a<\/span><\/strong> Cleave is a keyword that represents two static abilities that function while a spell with cleave is on the stack. \u201cCleave [cost]\u201d means \u201cYou may cast this spell by paying [cost] rather than paying its mana cost\u201d and \u201cIf this spell\u2019s cleave cost was paid, change its text by removing all text found within square brackets in the spell\u2019s rules text.\u201d Casting a spell for its cleave cost follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-148b\">702.148b<\/span><\/strong> Cleave\u2019s second ability is a text-changing effect. See rule <a href=\"#rule-612\">612<\/a>, \u201cText-Changing Effects.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-149\">702.149<\/a><\/strong>. Training<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-149a\">702.149a<\/span><\/strong> Training is a triggered ability. \u201cTraining\u201d means \u201cWhenever this creature and at least one other creature with power greater than this creature\u2019s power attack, put a &#043;1\/&#043;1 counter on this creature.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-149b\">702.149b<\/span><\/strong> If a creature has multiple instances of training, each triggers separately.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-149c\">702.149c<\/span><\/strong> Some creatures with training have abilities that trigger when they train. \u201cWhen this creature trains\u201d means \u201cWhen a resolving training ability puts one or more &#043;1\/&#043;1 counters on this creature.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-150\">702.150<\/a><\/strong>. Compleated<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-150a\">702.150a<\/span><\/strong> Compleated is a static ability found on some planeswalker cards. Compleated means \u201cIf this permanent would enter with one or more loyalty counters on it and the player who cast it chose to pay life for any part of its cost represented by Phyrexian mana symbols, it instead enters the battlefield with that many loyalty counters minus two for each of those mana symbols.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-151\">702.151<\/a><\/strong>. Reconfigure<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-151a\">702.151a<\/span><\/strong> Reconfigure represents two activated abilities. Reconfigure [cost] means \u201c[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery\u201d and \u201c[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-151b\">702.151b<\/span><\/strong> Attaching an Equipment with reconfigure to another creature causes the Equipment to stop being a creature until it becomes unattached from that creature.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-152\">702.152<\/a><\/strong>. Blitz<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-152a\">702.152a<\/span><\/strong> Blitz represents three abilities: two static abilities that function while the card with blitz is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with blitz is on the battlefield. \u201cBlitz [cost]\u201d means \u201cYou may cast this card by paying [cost] rather than its mana cost,\u201d \u201cIf this spell\u2019s blitz cost was paid, sacrifice the permanent this spell becomes at the beginning of the next end step,\u201d and \u201cAs long as this permanent\u2019s blitz cost was paid, it has haste and \u2018When this permanent is put into a graveyard from the battlefield, draw a card.\u2019\u201d Casting a spell for its blitz cost follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-152b\">702.152b<\/span><\/strong> If a spell has multiple instances of blitz, only one may be used to cast that spell. If a permanent has multiple instances of blitz, each one refers only to payments made for that blitz ability as the spell was cast, not to any payments made for other instances of blitz.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-153\">702.153<\/a><\/strong>. Casualty<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-153a\">702.153a<\/span><\/strong> Casualty is a keyword that represents two abilities. The first is a static ability that functions while the spell with casualty is on the stack. The second is a triggered ability that functions while the spell with casualty is on the stack. Casualty N means \u201cAs an additional cost to cast this spell, you may sacrifice a creature with power N or greater,\u201d and \u201cWhen you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.\u201d Paying a spell\u2019s casualty cost follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-153b\">702.153b<\/span><\/strong> If a spell has multiple instances of casualty, each is paid separately and triggers based on the payments made for it, not any other instance of casualty.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-154\">702.154<\/a><\/strong>. Enlist<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-154a\">702.154a<\/span><\/strong> Enlist represents a static ability and a triggered ability. Enlist means \u201cAs this creature attacks, you may tap up to one untapped creature you control that you didn\u2019t choose to attack with and that either has haste or has been under your control continuously since this turn began. When you do, this creature gets &#043;X\/&#043;0 until end of turn, where X is the tapped creature\u2019s power.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-154b\">702.154b<\/span><\/strong> Enlist\u2019s static ability represents an optional cost to attack (see rule <a href=\"#rule-508-1g\">508.1g<\/a>). Its triggered ability is linked to that static ability (see rule <a href=\"#rule-607-2h\">607.2h<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-154c\">702.154c<\/span><\/strong> A creature \u201cenlists\u201d another creature when you pay the cost of the creature\u2019s enlist ability by tapping the other creature. Note that it isn\u2019t possible for a creature to enlist itself.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-154d\">702.154d<\/span><\/strong> Multiple instances of enlist on a single creature function independently. The triggered ability represented by each instance of enlist triggers only once and only for the cost associated with that enlist ability.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-155\">702.155<\/a><\/strong>. Read Ahead<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-155a\">702.155a<\/span><\/strong> Read ahead is a keyword found on some Saga cards. \u201cRead ahead\u201d means \u201cChapter abilities of this Saga can\u2019t trigger the turn it entered the battlefield unless it has exactly the number of lore counters on it specified in the chapter symbol of that ability.\u201d See rule <a href=\"#rule-714\">714<\/a>, \u201cSaga Cards.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-155b\">702.155b<\/span><\/strong> As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga\u2019s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. See rule <a href=\"#rule-714\">714<\/a>, \u201cSaga Cards.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-155c\">702.155c<\/span><\/strong> Multiple instances of read ahead on the same object are redundant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-156\">702.156<\/a><\/strong>. Ravenous<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-156a\">702.156a<\/span><\/strong> Ravenous is a keyword found on some creature cards with {X} in their mana cost. Ravenous represents both a replacement effect and a triggered ability. \u201cRavenous\u201d means \u201cThis permanent enters with X &#043;1\/&#043;1 counters on it\u201d and \u201cWhen this permanent enters, if X is 5 or more, draw a card.\u201d See rule <a href=\"#rule-107-3m\">107.3m<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-157\">702.157<\/a><\/strong>. Squad<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-157a\">702.157a<\/span><\/strong> Squad is a keyword that represents two linked abilities. The first is a static ability that functions while the creature spell with squad is on the stack. The second is a triggered ability that functions when the creature with squad enters the battlefield. \u201cSquad [cost]\u201d means \u201cAs an additional cost to cast this spell, you may pay [cost] any number of times\u201d and \u201cWhen this creature enters, if its squad cost was paid, create a token that\u2019s a copy of it for each time its squad cost was paid.\u201d Paying a spell\u2019s squad cost follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-157b\">702.157b<\/span><\/strong> If a spell has multiple instances of squad, each is paid separately. If a permanent has multiple instances of squad, each triggers based on the payments made for that squad ability as it was cast, not based on payments for any other instance of squad.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-158\">702.158<\/a><\/strong>. Space Sculptor<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-158a\">702.158a<\/span><\/strong> One card (Space Beleren) has the space sculptor ability. This keyword ability causes creatures to gain sector designations.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-158b\">702.158b<\/span><\/strong> A sector designation is a designation a permanent can have. The sector designations are alpha sector, beta sector, and gamma sector. Only permanents can have a sector designation. Once a permanent gets a sector designation, it keeps it until no player controls a permanent with space sculptor or an ability whose source has space sculptor. A sector designation is not part of the permanent\u2019s copiable values.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-158c\">702.158c<\/span><\/strong> Any time a permanent with space sculptor and any creatures without a sector designation are on the battlefield at the same time, each player who controls one or more of those creatures and doesn\u2019t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. This is a state-based action (see rule <a href=\"#rule-704-5u\">704.5u<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-158d\">702.158d<\/span><\/strong> Some abilities include an instruction to choose a sector along with an instruction to perform an action on each creature in that sector. To do this, choose one of the three sector designations, then perform that action on each creature with that sector designation.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-158e\">702.158e<\/span><\/strong> Two permanents are in the same sector if each has the same sector designation.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-159\">702.159<\/a><\/strong>. Visit<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-159a\">702.159a<\/span><\/strong> Visit is a keyword ability found on Attraction cards (see rule <a href=\"#rule-717\">717<\/a>). \u201cVisit \u2014 [Effect]\u201d means \u201cWhenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect].\u201d See rule <a href=\"#rule-701-52\">701.52<\/a>, \u201cRoll to Visit Your Attractions.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-159b\">702.159b<\/span><\/strong> Some Attractions instruct a player to \u201cclaim the prize,\u201d followed by a second paragraph that starts with the word \u201cPrize\u201d and a long dash. This text is part of its visit ability. To claim the prize of an Attraction, perform the actions listed after the long dash.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-160\">702.160<\/a><\/strong>. Prototype<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-160a\">702.160a<\/span><\/strong> Prototype is a static ability that appears on prototype cards that have a secondary set of power, toughness, and mana cost characteristics. A player who casts a spell with prototype can choose to cast that card \u201cprototyped.\u201d If they do, the alternative set of its power, toughness, and mana cost characteristics are used. See <a href=\"#rule-718\">718<\/a>, \u201cPrototype Cards.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-161\">702.161<\/a><\/strong>. Living Metal<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-161a\">702.161a<\/span><\/strong> Living metal is a keyword ability found on some Vehicles. \u201cLiving metal\u201d means \u201cDuring your turn, this permanent is an artifact creature in addition to its other types.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-162\">702.162<\/a><\/strong>. More Than Meets the Eye<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-162a\">702.162a<\/span><\/strong> More Than Meets the Eye represents a static ability that functions in any zone from which the spell may be cast. \u201cMore Than Meets the Eye [cost]\u201d means \u201cYou may cast this card converted by paying [cost] rather than its mana cost.\u201d Casting a spell using its More Than Meets the Eye ability follows the rules for paying alternative costs (see <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>). See rule <a href=\"#rule-701-28\">701.28<\/a>, \u201cConvert.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-163\">702.163<\/a><\/strong>. For Mirrodin!<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-163a\">702.163a<\/span><\/strong> For Mirrodin! is a triggered ability. \u201cFor Mirrodin!\u201d means \u201cWhen this Equipment enters, create a 2\/2 red Rebel creature token, then attach this Equipment to it.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-164\">702.164<\/a><\/strong>. Toxic<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-164a\">702.164a<\/span><\/strong> Toxic is a static ability. It is written \u201ctoxic N,\u201d where N is a number.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-164b\">702.164b<\/span><\/strong> Some rules and effects refer to a creature\u2019s \u201ctotal toxic value.\u201d A creature\u2019s total toxic value is the sum of all N values of toxic abilities that creature has.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If a creature with toxic 2 gains toxic 1 due to another effect, its total toxic value is 3.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-164c\">702.164c<\/span><\/strong> Combat damage dealt to a player by a creature with toxic causes that creature\u2019s controller to give the player a number of poison counters equal to that creature\u2019s total toxic value, in addition to the damage\u2019s other results. See rule <a href=\"#rule-120-3\">120.3<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-165\">702.165<\/a><\/strong>. Backup<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-165a\">702.165a<\/span><\/strong> Backup is a triggered ability. \u201cBackup N\u201d means \u201cWhen this creature enters, put N &#043;1\/&#043;1 counters on target creature. If that\u2019s another creature, it also gains the non-backup abilities of this creature printed below this one until end of turn.\u201d Cards with backup have one or more abilities printed after the backup ability. (Some cards with backup also have abilities printed before the backup ability.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-165b\">702.165b<\/span><\/strong> If a permanent enters the battlefield as a copy of a permanent with a backup ability or a token is created that is a copy of that permanent, the order of abilities printed on it is maintained.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-165c\">702.165c<\/span><\/strong> Only abilities printed on the object with backup are granted by its backup ability. Any abilities gained by a permanent, whether due to a copy effect, an effect that grants an ability to a permanent, or an effect that creates a token with certain abilities, are not granted by a backup ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-165d\">702.165d<\/span><\/strong> The abilities that a backup ability grants are determined as the ability is put on the stack. They won\u2019t change if the permanent with backup loses any abilities after the ability is put on the stack but before it resolves.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-166\">702.166<\/a><\/strong>. Bargain<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-166a\">702.166a<\/span><\/strong> Bargain is a static ability that functions while the spell with bargain is on the stack. \u201cBargain\u201d means \u201cAs an additional cost to cast this spell, you may sacrifice an artifact, enchantment, or token.\u201d Paying a spell\u2019s bargain cost follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-166b\">702.166b<\/span><\/strong> If a spell\u2019s controller declares the intention to pay that spell\u2019s bargain cost, that spell has been \u201cbargained.\u201d See rule <a href=\"#rule-601-2b\">601.2b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-166c\">702.166c<\/span><\/strong> Objects with bargain have additional abilities that specify what happens if they were bargained. These abilities are linked to the bargain ability printed on that object: they can refer only to that specific bargain ability. See rule <a href=\"#rule-607\">607<\/a>, \u201cLinked Abilities.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-166d\">702.166d<\/span><\/strong> If part of a spell\u2019s ability has its effect only if that spell was bargained and that part of the ability includes any targets, the spell\u2019s controller chooses those targets only if that spell was bargained. Otherwise, the spell is cast as if it did not have those targets. See rule <a href=\"#rule-601-2c\">601.2c<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-167\">702.167<\/a><\/strong>. Craft<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-167a\">702.167a<\/span><\/strong> Craft represents an activated ability. It is written as \u201cCraft with [materials] [cost],\u201d where [materials] is a description of one or more objects. It means \u201c[Cost], Exile this permanent, Exile [materials] from among permanents you control and\/or cards in your graveyard: Return this card to the battlefield transformed under its owner\u2019s control. Activate only as a sorcery.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-167b\">702.167b<\/span><\/strong> If an object in the [materials] of a craft ability is described using only a card type or subtype without the word \u201ccard,\u201d it refers to either a permanent on the battlefield that is that type or subtype or a card in a graveyard that is that type or subtype. This is an exception to rule <a href=\"#rule-109-2\">109.2<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-167c\">702.167c<\/span><\/strong> An ability of a permanent may refer to the exiled cards used to craft it. This refers to cards in exile that were exiled to pay the activation cost of the craft ability that put this permanent onto the battlefield.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-168\">702.168<\/a><\/strong>. Disguise<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-168a\">702.168a<\/span><\/strong> Disguise is a static ability that functions in any zone from which you could play the card it\u2019s on, and the disguise effect works any time the card is face down. \u201cDisguise [cost]\u201d means \u201cYou may cast this card as a 2\/2 face-down creature with ward {2}, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.\u201d (See rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-168b\">702.168b<\/span><\/strong> To cast a card using its disguise ability, turn the card face down and announce that you are using a disguise ability. It becomes a 2\/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card\u2019s characteristics) are applied to casting this card. These values are the copiable values of that object\u2019s characteristics. (See rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects,\u201d and rule <a href=\"#rule-707\">707<\/a>, \u201cCopying Objects.\u201d) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a disguise ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The disguise effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-168c\">702.168c<\/span><\/strong> You can\u2019t normally cast a card face down. A disguise ability allows you to do so.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-168d\">702.168d<\/span><\/strong> Any time you have priority, you may turn a face-down permanent you control with a disguise ability face up. This is a special action; it doesn\u2019t use the stack (see rule <a href=\"#rule-116\">116<\/a>). To do this, show all players what the permanent\u2019s disguise cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn\u2019t have a disguise cost if it were face up, it can\u2019t be turned face up this way.) The disguise effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don\u2019t trigger when it\u2019s turned face up and don\u2019t have any effect, because the permanent has already entered the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-168e\">702.168e<\/span><\/strong> If a permanent\u2019s disguise cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the disguise special action was taken.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-168f\">702.168f<\/span><\/strong> See rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents,\u201d for more information about how to cast cards with a disguise ability.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-169\">702.169<\/a><\/strong>. Solved<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-169a\">702.169a<\/span><\/strong> Solved is a keyword ability found on Case cards. See rule <a href=\"#rule-719\">719<\/a>, \u201cCase Cards.\u201d \u201cSolved\u201d is followed by ability text. Together, they represent a static ability, a triggered ability, or an activated ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-169b\">702.169b<\/span><\/strong> For a static ability, \u201cSolved \u2014 [Ability text]\u201d means \u201cAs long as this Case is solved, [ability text].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-169c\">702.169c<\/span><\/strong> For a triggered ability, \u201cSolved \u2014 [Ability text]\u201d means \u201c[Ability text]. This ability triggers only if this Case is solved.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-169d\">702.169d<\/span><\/strong> For an activated ability, \u201cSolved \u2014 [Ability text]\u201d means \u201c[Ability text]. Activate only if this Case is solved.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-170\">702.170<\/a><\/strong>. Plot<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-170a\">702.170a<\/span><\/strong> Plot is a keyword ability that functions while the card with plot is in a player\u2019s hand. \u201cPlot [cost]\u201d means \u201cAny time you have priority during your main phase while the stack is empty, you may exile this card from your hand and pay [cost]. It becomes a plotted card.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-170b\">702.170b<\/span><\/strong> Exiling a card using its plot ability is a special action, which doesn\u2019t use the stack. See rule <a href=\"#rule-116\">116<\/a>, \u201cSpecial Actions.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-170c\">702.170c<\/span><\/strong> In addition to the plot special action, some spells and abilities cause a card in exile to become plotted.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-170d\">702.170d<\/span><\/strong> A plotted card\u2019s owner may cast it from exile without paying its mana cost during their main phase while the stack is empty during any turn after the turn in which it became plotted. Casting a spell this way follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>. A plotted card may be cast this way even if it doesn\u2019t have the plot ability while in exile.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-170e\">702.170e<\/span><\/strong> If an effect refers to plotting a card, it means performing the special action associated with a plot ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-170f\">702.170f<\/span><\/strong> An effect may allow the plot ability of a card to function in a zone other than a player\u2019s hand. In that case, the card is exiled from the zone it is in as the action is taken rather than from its owner\u2019s hand.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-171\">702.171<\/a><\/strong>. Saddle<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-171a\">702.171a<\/span><\/strong> Saddle is an activated ability. \u201cSaddle N\u201d means \u201cTap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-171b\">702.171b<\/span><\/strong> Saddled is a designation that has no rules meaning other than to act as a marker that spells and abilities can identify. Only permanents can be or become saddled. Once a permanent has become saddled, it stays saddled until the end of the turn or it leaves the battlefield. Being saddled is not a part of the permanent\u2019s copiable values.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-171c\">702.171c<\/span><\/strong> A creature \u201csaddles\u201d a permanent as it\u2019s tapped to pay the cost to activate a permanent\u2019s saddle ability.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-172\">702.172<\/a><\/strong>. Spree<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-172a\">702.172a<\/span><\/strong> Spree is a static ability found on some modal spells (see rule <a href=\"#rule-700-2\">700.2<\/a>) that applies while the spell on the stack. Spree means \u201cChoose one or more modes. As an additional cost to cast this spell, pay the costs associated with those modes.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-172b\">702.172b<\/span><\/strong> Cards with the spree ability have a plus sign icon in the upper right corner of the card, and use a plus sign (&#043;) rather than traditional bullet points. These symbols are a visual reminder that this card requires an additional cost to be cast, and do not have additional rules meaning.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-173\">702.173<\/a><\/strong>. Freerunning<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-173a\">702.173a<\/span><\/strong> Freerunning is a static ability that functions on the stack. \u201cFreerunning [cost]\u201d means \u201cYou may pay [cost] rather than pay this spell\u2019s mana cost if a player was dealt combat damage this turn by a creature that, at the time it dealt that damage, was an Assassin creature or a commander under your control.\u201d Casting a spell for its freerunning cost follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-174\">702.174<\/a><\/strong>. Gift<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174a\">702.174a<\/span><\/strong> Gift is a keyword that represents two abilities. It is written \u201cGift a [something].\u201d The first ability is a static ability that functions while the card with gift is on the stack, and the second is either an ability that functions while the card with gift is on the stack or a triggered ability that functions while the card with gift is on the battlefield. The first ability is always \u201cAs an additional cost to cast this spell, you may choose an opponent.\u201d Paying a spell\u2019s gift cost follows the rules for paying additional costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>. The second ability depends on the [something] listed as well as whether the object with the ability is a permanent or an instant or sorcery spell.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174b\">702.174b<\/span><\/strong> On a permanent, the second ability represented by gift is \u201cWhen this permanent enters, if its gift cost was paid, [effect].\u201d On an instant or sorcery spell, the second ability represented by gift is \u201cIf this spell\u2019s gift cost was paid, [effect].\u201d The specific effect is defined by the [something] listed.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174c\">702.174c<\/span><\/strong> Some effects trigger whenever a player gives a gift. Such an ability triggers whenever an instant or sorcery spell that player controls whose gift cost was paid resolves. It also triggers whenever the gift triggered ability of a permanent that player controls resolves.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174d\">702.174d<\/span><\/strong> \u201cGift a Food\u201d means the effect is \u201cThe chosen player creates a Food token.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174e\">702.174e<\/span><\/strong> \u201cGift a card\u201d means the effect is \u201cThe chosen player draws a card.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174f\">702.174f<\/span><\/strong> \u201cGift a tapped Fish\u201d means the effect is \u201cThe chosen player creates a tapped 1\/1 blue Fish creature token.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174g\">702.174g<\/span><\/strong> \u201cGift an extra turn\u201d means the effect is \u201cThe chosen player takes an extra turn after this one.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174h\">702.174h<\/span><\/strong> \u201cGift a Treasure\u201d means the effect is \u201cThe chosen player creates a Treasure token.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174i\">702.174i<\/span><\/strong> \u201cGift an Octopus\u201d means the effect is \u201cThe chosen player creates an 8\/8 blue Octopus creature token.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174j\">702.174j<\/span><\/strong> For instant and sorcery spells, the effect of a gift ability always happens before any other spell abilities of the card. If the spell is countered or otherwise leaves the stack before resolving, the gift effect doesn\u2019t happen.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174k\">702.174k<\/span><\/strong> If a spell\u2019s controller declares the intention to pay a spell\u2019s gift cost, that spell\u2019s gift was promised.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-174m\">702.174m<\/span><\/strong> If part of a spell\u2019s ability has its effect only if its gift was promised, and that part of the ability includes any targets, the spell\u2019s controller chooses those targets only if the gift was promised.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-175\">702.175<\/a><\/strong>. Offspring<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-175a\">702.175a<\/span><\/strong> Offspring represents two abilities. \u201cOffspring [cost]\u201d means \u201cYou may pay an additional [cost] as you cast this spell\u201d and \u201cWhen this permanent enters, if its offspring cost was paid, create a token that\u2019s a copy of it, except it\u2019s 1\/1.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-175b\">702.175b<\/span><\/strong> If a spell has multiple instances of offspring, each is paid separately and triggers based on the payments made for it, not any other instances of offspring.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-176\">702.176<\/a><\/strong>. Impending<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-176a\">702.176a<\/span><\/strong> Impending is a keyword that represents four abilities. The first is a static ability that functions while the spell with impending is on the stack. The second is static ability that creates a replacement effect that may apply to the permanent with impending as it enters the battlefield from the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. \u201cImpending N\u2014[cost]\u201d means \u201cYou may choose to pay [cost] rather than pay this spell\u2019s mana cost,\u201d \u201cIf you chose to pay this permanent\u2019s impending cost, it enters with N time counters on it,\u201d \u201cAs long as this permanent\u2019s impending cost was paid and it has a time counter on it, it\u2019s not a creature,\u201d and \u201cAt the beginning of your end step, if this permanent\u2019s impending cost was paid and it has a time counter on it, remove a time counter from it.\u201d Casting a spell for its impending cost follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-177\">702.177<\/a><\/strong>. Exhaust<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-177a\">702.177a<\/span><\/strong> An exhaust ability is a special kind of activated ability. \u201cExhaust \u2014 [Cost]: [Effect]\u201d means \u201c[Cost]: [Effect]. Activate only once.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-177b\">702.177b<\/span><\/strong> An effect may allow you to take an action as long as you haven\u2019t activated an exhaust ability this turn. Such an effect allows that action only if you haven\u2019t begun to activate an exhaust ability this turn.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Elvish Refueler has an exhaust ability that costs mana and also has an ability that reads \u201cDuring your turn, as long as you haven\u2019t activated an exhaust ability this turn, you may activate exhaust abilities as though they haven\u2019t been activated.\u201d Loot, the Pathfinder has an exhaust ability that is also a mana ability. If you\u2019ve already activated both of these abilities in a previous turn, you can\u2019t activate Loot\u2019s mana ability during the process of activating Elvish Refueler\u2019s exhaust ability, because you have already begun to activate a different exhaust ability.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-178\">702.178<\/a><\/strong>. Max Speed<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-178a\">702.178a<\/span><\/strong> A max speed ability is a special kind of static ability. \u201cMax speed \u2014 [Ability]\u201d means \u201cAs long as your speed is 4, this object has \u2018[Ability].\u2019\u201d See rule <a href=\"#rule-702-179\">702.179<\/a>, \u201cStart Your Engines!\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-178b\">702.178b<\/span><\/strong> If an ability granted by a max speed ability states which zones it functions from, the max speed ability that grants that ability functions from those zones. (See rule <a href=\"#rule-113-6c\">113.6c<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-179\">702.179<\/a><\/strong>. Start Your Engines!<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-179a\">702.179a<\/span><\/strong> Start your engines! is a static ability. If a player controls a permanent with start your engines! and that player has no speed, their speed becomes 1. This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-179b\">702.179b<\/span><\/strong> Players do not have speed until a rule or effect sets their speed to a specific value.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-179c\">702.179c<\/span><\/strong> If a player has no speed and they are instructed to increase their speed by a certain value, their speed becomes that value.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-179d\">702.179d<\/span><\/strong> There is an inherent triggered ability associated with a player having 1 or more speed. This ability has no source and is controlled by that player. That ability is \u201cWhenever one or more opponents lose life during your turn, if your speed is less than 4, your speed increases by 1. This ability triggers only once each turn.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-179e\">702.179e<\/span><\/strong> Rules and effects may refer to whether a player has \u201cmax speed.\u201d A player has max speed if their speed is 4.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-179f\">702.179f<\/span><\/strong> Some effects refer to a player\u2019s speed. If that player has no speed, their speed is 0 for the purpose of an effect that refers to speed.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-180\">702.180<\/a><\/strong>. Harmonize<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-180a\">702.180a<\/span><\/strong> Harmonize represents three static abilities: one that functions while the card is in a player\u2019s graveyard and two that function while the spell with harmonize is on the stack. \u201cHarmonize [cost]\u201d means \u201cYou may cast this card from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying this spell\u2019s mana cost,\u201d \u201cIf you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature\u2019s power,\u201d and \u201cIf the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.\u201d Casting a spell using its harmonize ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-180b\">702.180b<\/span><\/strong> You choose which creature to tap as you choose to pay a spell\u2019s harmonize cost (see rule <a href=\"#rule-601-2b\">601.2b<\/a>), and then tap that creature as you pay the total cost.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-181\">702.181<\/a><\/strong>. Mobilize<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-181a\">702.181a<\/span><\/strong> Mobilize is a triggered ability. \u201cMobilize N\u201d means \u201cWhenever this creature attacks, create N 1\/1 red Warrior creature tokens. Those tokens enter tapped and attacking. Sacrifice them at the beginning of the next end step.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-182\">702.182<\/a><\/strong>. Job Select<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-182a\">702.182a<\/span><\/strong> Job select is a triggered ability. \u201cJob select\u201d means \u201cWhen this Equipment enters, create a 1\/1 colorless Hero creature token, then attach this Equipment to it.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-183\">702.183<\/a><\/strong>. Tiered<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-183a\">702.183a<\/span><\/strong> Tiered is a static ability found on some modal spells (see rule <a href=\"#rule-700-2\">700.2<\/a>) that applies while the spell is on the stack. Tiered means \u201cChoose one. As an additional cost to cast this spell, pay the cost associated with that mode.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-184\">702.184<\/a><\/strong>. Station<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-184a\">702.184a<\/span><\/strong> Station is an activated ability. \u201cStation\u201d means \u201cTap another untapped creature you control: Put a number of charge counters on this permanent equal to the tapped creature\u2019s power. Activate only as a sorcery.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-184b\">702.184b<\/span><\/strong> Each card printed with a station ability is known as a station card. It has a nonstandard layout and includes station symbols that are themselves keyword abilities. See rule <a href=\"#rule-721\">721<\/a>, \u201cStation Cards.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-184c\">702.184c<\/span><\/strong> Static abilities may modify the result of a station ability by causing it to use a characteristic other than the tapped creature\u2019s power to determine the number of counters placed on the permanent with the station ability.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Tapestry Warden has as ability that reads \u201cEach creature you control with toughness greater than its power stations permanents using its toughness rather than its power.\u201d<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-185\">702.185<\/a><\/strong>. Warp<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-185a\">702.185a<\/span><\/strong> Warp represents two static abilities that function while the card with warp is on the stack, one of which may create a delayed triggered ability. \u201cWarp [cost]\u201d means \u201cYou may cast this card from your hand by paying [cost] rather than its mana cost\u201d and \u201cIf this spell\u2019s warp cost was paid, exile the permanent this spell becomes at the beginning of the next end step. Its owner may cast this card after the current turn has ended for as long as it remains exiled.\u201d Casting a spell for its warp cost follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-185b\">702.185b<\/span><\/strong> Some effects refer to \u201cwarped\u201d cards in exile. A warped card in exile is one that was exiled by the delayed triggered ability created by a warp ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-185c\">702.185c<\/span><\/strong> Some effects refer to whether \u201ca spell was warped this turn.\u201d This means that a spell was cast for its warp cost this turn.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-186\">702.186<\/a><\/strong>. \u221e (Infinity)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-186a\">702.186a<\/span><\/strong> \u221e (the mathematical symbol for infinity) is a keyword found on Infinity cards. \u201c\u221e\u201d is followed by ability text. Together, they represent a static ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-186b\">702.186b<\/span><\/strong> \u201c\u221e \u2014 [Ability]\u201d means \u201cAs long as this permanent is harnessed, it has [ability].\u201d See rule <a href=\"#rule-701-64\">701.64<\/a>, \u201cHarness.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-187\">702.187<\/a><\/strong>. Mayhem<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-187a\">702.187a<\/span><\/strong> Mayhem is a static ability that functions while the card with mayhem is in a player\u2019s graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-187b\">702.187b<\/span><\/strong> \u201cMayhem [cost]\u201d means \u201cAs long as you discarded this card this turn, you may cast it from your graveyard by paying [cost] rather than paying its mana cost.\u201d Casting a spell using its mayhem ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-187c\">702.187c<\/span><\/strong> \u201cMayhem\u201d without a cost means \u201cYou may play this card from your graveyard if you discarded it this turn.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-188\">702.188<\/a><\/strong>. Web-slinging<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-188a\">702.188a<\/span><\/strong> Web-slinging is a static ability that functions while the spell with web-slinging is on the stack. \u201cWeb-slinging [cost]\u201d means \u201cYou may cast this spell by paying [cost] and returning a tapped creature you control to its owner\u2019s hand rather than paying its mana cost.\u201d Casting a spell using its web-slinging ability follows the rules for paying alternative costs in rules <a href=\"#rule-601-2b\">601.2b<\/a> and <a href=\"#rule-601-2f\">601.2f\u2013h<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-189\">702.189<\/a><\/strong>. Firebending<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-189a\">702.189a<\/span><\/strong> Firebending is a triggered ability. \u201cFirebending N\u201d means \u201cWhenever this creature attacks, add N {R}. Until end of combat, you don\u2019t lose this mana as steps and phases end.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-189b\">702.189b<\/span><\/strong> An ability that triggers whenever a player firebends triggers whenever a firebending ability they control resolves.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-702-190\">702.190<\/a><\/strong>. Sneak<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-190a\">702.190a<\/span><\/strong> Sneak is a keyword that represents a static ability that functions while the spell with sneak is on the stack. \u201cSneak [cost]\u201d means \u201cAny time you could cast an instant during your declare blockers step, you may choose to pay [cost] and return an unblocked creature you control to its owner\u2019s hand rather than pay this spell\u2019s mana cost.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-702-190b\">702.190b<\/span><\/strong> A permanent spell cast using sneak enters the battlefield tapped and attacking (see rule <a href=\"#rule-506-3a\">506.3a<\/a>). It will be attacking the same player, planeswalker, or battle as the creature that was returned to its owner\u2019s hand to pay the sneak cost of the spell that became that permanent.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-703\"><\/p>\n<h4 id=\"rule-703\">703. Turn-Based Actions<\/h4>\n<p><\/strong><strong><span id=\"rule-703-1\">703.1<\/a><\/strong>. Turn-based actions are game actions that happen automatically when certain steps or phases begin, or when each step and phase ends. Turn-based actions don\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-1a\">703.1a<\/span><\/strong> Abilities that watch for a specified step or phase to begin are triggered abilities, not turn-based actions. (See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-703-2\">703.2<\/a><\/strong>. Turn-based actions are not controlled by any player.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-703-3\">703.3<\/a><\/strong>. Whenever a step or phase begins, if it\u2019s a step or phase that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, before triggered abilities are put on the stack, and before players receive priority.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-703-4\">703.4<\/a><\/strong>. The turn-based actions are as follows:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4a\">703.4a<\/span><\/strong> Immediately after the untap step begins, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. See rule <a href=\"#rule-502-1\">502.1<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4b\">703.4b<\/span><\/strong> Immediately after the phasing action has been completed during the untap step, if the game has either the day or night designation, it checks to see whether that designation should change. If it\u2019s neither day nor night, this check doesn\u2019t happen. See rule <a href=\"#rule-502-2\">502.2<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4c\">703.4c<\/span><\/strong> Immediately after the game checks to see if its day or night designation should change during the untap step or, if the game doesn\u2019t have a day or night designation, immediately after the phasing action has been completed during the untap step, the active player determines which permanents they control will untap. Then they untap them all simultaneously. See rule <a href=\"#rule-502-3\">502.3<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4d\">703.4d<\/span><\/strong> Immediately after the draw step begins, the active player draws a card. See rule <a href=\"#rule-504-1\">504.1<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4e\">703.4e<\/span><\/strong> In an Archenemy game (see rule <a href=\"#rule-904\">904<\/a>), immediately after the archenemy\u2019s precombat main phase begins, that player sets the top card of their scheme deck in motion. See rule <a href=\"#rule-701-32\">701.32<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4f\">703.4f<\/span><\/strong> Immediately after a player\u2019s precombat main phase begins, that player puts a lore counter on each Saga enchantment they control with one or more chapter abilities. In an Archenemy game, this happens after the archenemy\u2019s scheme action. See rule <a href=\"#rule-714\">714<\/a>, \u201cSaga Cards.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4g\">703.4g<\/span><\/strong> Immediately after the action of placing lore counters has been completed, if the active player controls any Attractions, that player rolls to visit their Attractions. See rule <a href=\"#rule-701-52\">701.52<\/a>, \u201cRoll to Visit Your Attractions.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4h\">703.4h<\/span><\/strong> Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player\u2019s opponents don\u2019t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. See rule <a href=\"#rule-507-1\">507.1<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4i\">703.4i<\/span><\/strong> Immediately after the declare attackers step begins, the active player declares attackers. See rule <a href=\"#rule-508-1\">508.1<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4j\">703.4j<\/span><\/strong> Immediately after the declare blockers step begins, the defending player declares blockers. See rule <a href=\"#rule-509-1\">509.1<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4k\">703.4k<\/span><\/strong> Immediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking creature they control assigns its combat damage. See rule <a href=\"#rule-510-1\">510.1<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4m\">703.4m<\/span><\/strong> Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule <a href=\"#rule-510-2\">510.2<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4n\">703.4n<\/span><\/strong> Immediately after the cleanup step begins, if the active player\u2019s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. See rule <a href=\"#rule-514-1\">514.1<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4p\">703.4p<\/span><\/strong> Immediately after the active player has discarded cards (if necessary) during the cleanup step, all damage is removed from permanents and all \u201cuntil end of turn\u201d and \u201cthis turn\u201d effects end. These actions happen simultaneously. See rule <a href=\"#rule-514-2\">514.2<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-703-4q\">703.4q<\/span><\/strong> As each step or phase ends, any unspent mana left in a player\u2019s mana pool empties. See rule <a href=\"#rule-500-5\">500.5<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-704\"><\/p>\n<h4 id=\"rule-704\">704. State-Based Actions<\/h4>\n<p><\/strong><strong><span id=\"rule-704-1\">704.1<\/a><\/strong>. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-1a\">704.1a<\/span><\/strong> Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-704-2\">704.2<\/a><\/strong>. State-based actions are checked throughout the game and are not controlled by any player.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-704-3\">704.3<\/a><\/strong>. Whenever a player would get priority (see rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority\u201d), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule <a href=\"#rule-514\">514<\/a>), except that if no state-based actions are performed as the result of the step\u2019s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-704-4\">704.4<\/a><\/strong>. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls Maro, a creature with the ability \u201cMaro\u2019s power and toughness are each equal to the number of cards in your hand\u201d and casts a spell whose effect is \u201cDiscard your hand, then draw seven cards.\u201d Maro will temporarily have toughness 0 in the middle of the spell\u2019s resolution but will be back up to toughness 7 when the spell finishes resolving. Thus Maro will survive when state-based actions 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.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-704-5\">704.5<\/a><\/strong>. The state-based actions are as follows:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5a\">704.5a<\/span><\/strong> If a player has 0 or less life, that player loses the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5b\">704.5b<\/span><\/strong> If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5c\">704.5c<\/span><\/strong> If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule <a href=\"#rule-704-6b\">704.6b<\/a> instead.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5d\">704.5d<\/span><\/strong> If a token is in a zone other than the battlefield, it ceases to exist.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5e\">704.5e<\/span><\/strong> If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5f\">704.5f<\/span><\/strong> If a creature has toughness 0 or less, it\u2019s put into its owner\u2019s graveyard. Regeneration can\u2019t replace this event.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5g\">704.5g<\/span><\/strong> If a creature has toughness greater than 0, it has damage marked on it, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5h\">704.5h<\/span><\/strong> If a creature has toughness greater than 0, and it\u2019s been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5i\">704.5i<\/span><\/strong> If a planeswalker has loyalty 0, it\u2019s put into its owner\u2019s graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5j\">704.5j<\/span><\/strong> If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners\u2019 graveyards. This is called the \u201clegend rule.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5k\">704.5k<\/span><\/strong> If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners\u2019 graveyards. In the event of a tie for the shortest amount of time, all are put into their owners\u2019 graveyards. This is called the \u201cworld rule.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5m\">704.5m<\/span><\/strong> If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner\u2019s graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5n\">704.5n<\/span><\/strong> If an Equipment or Fortification is attached to an illegal permanent or to a player, it becomes unattached from that permanent or player. It remains on the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5p\">704.5p<\/span><\/strong> If a battle or creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if any nonbattle, noncreature permanent that\u2019s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5q\">704.5q<\/span><\/strong> If a permanent has both a &#043;1\/&#043;1 counter and a -1\/-1 counter on it, N &#043;1\/&#043;1 and N -1\/-1 counters are removed from it, where N is the smaller of the number of &#043;1\/&#043;1 and -1\/-1 counters on it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5r\">704.5r<\/span><\/strong> If a permanent with an ability that says it can\u2019t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5s\">704.5s<\/span><\/strong> If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number and it isn\u2019t the source of a chapter ability that has triggered but not yet left the stack, that Saga\u2019s controller sacrifices it. See rule <a href=\"#rule-714\">714<\/a>, \u201cSaga Cards.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5t\">704.5t<\/span><\/strong> If a player\u2019s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn\u2019t the source of a room ability that has triggered but not yet left the stack, the dungeon card\u2019s owner removes it from the game. See rule <a href=\"#rule-309\">309<\/a>, \u201cDungeons.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5u\">704.5u<\/span><\/strong> If a permanent with space sculptor and any creatures without a sector designation are on the battlefield, each player who controls one or more of those creatures and doesn\u2019t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. See rule <a href=\"#rule-702-158\">702.158<\/a>, \u201cSpace Sculptor.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5v\">704.5v<\/span><\/strong> If a battle has defense 0 and it isn\u2019t the source of an ability that has triggered but not yet left the stack, it\u2019s put into its owner\u2019s graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5w\">704.5w<\/span><\/strong> If a battle has no player in the game designated as its protector and no attacking creatures are currently attacking that battle, that battle\u2019s controller chooses an appropriate player to be its protector based on its battle type. If no player can be chosen this way, the battle is put into its owner\u2019s graveyard. See rule <a href=\"#rule-310\">310<\/a>, \u201cBattles.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5x\">704.5x<\/span><\/strong> If a Siege\u2019s controller is also its designated protector, that player chooses an opponent to become its protector. If no player can be chosen this way, the battle is put into its owner\u2019s graveyard. See rule <a href=\"#rule-310\">310<\/a>, \u201cBattles.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5y\">704.5y<\/span><\/strong> If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner\u2019s graveyard.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-5z\">704.5z<\/span><\/strong> If a player controls a permanent with start your engines! and that player has no speed, that player\u2019s speed becomes 1. See rule <a href=\"#rule-702-179\">702.179<\/a>, \u201cStart Your Engines!\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-704-6\">704.6<\/a><\/strong>. Some variant games include additional state-based actions that aren\u2019t normally applicable:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-6a\">704.6a<\/span><\/strong> In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule <a href=\"#rule-810\">810<\/a>, \u201cTwo-Headed Giant Variant.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-6b\">704.6b<\/span><\/strong> In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule <a href=\"#rule-810\">810<\/a>, \u201cTwo-Headed Giant Variant.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-6c\">704.6c<\/span><\/strong> In a Commander game, a player who\u2019s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule <a href=\"#rule-903\">903<\/a>, \u201cCommander.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-6d\">704.6d<\/span><\/strong> In a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. See rule <a href=\"#rule-903\">903<\/a>, \u201cCommander.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-6e\">704.6e<\/span><\/strong> In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner\u2019s scheme deck. See rule <a href=\"#rule-904\">904<\/a>, \u201cArchenemy.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-704-6f\">704.6f<\/span><\/strong> In a Planechase game, if a phenomenon card is face up in the command zone, and it isn\u2019t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-704-7\">704.7<\/a><\/strong>. If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> You control Lich\u2019s Mirror, which says \u201cIf you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.\u201d There\u2019s one card in your library and your life total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based actions are checked, you\u2019d lose the game due to rule <a href=\"#rule-704-5a\">704.5a<\/a> and rule <a href=\"#rule-704-5b\">704.5b<\/a>. Instead, Lich\u2019s Mirror replaces that game loss and you keep playing.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-704-8\">704.8<\/a><\/strong>. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent\u2019s last known information is derived from the game state before any of those state-based actions were performed.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> You control Young Wolf, a 1\/1 creature with undying, and it has a &#043;1\/&#043;1 counter on it. A spell puts three -1\/-1 counters on Young Wolf. Before state-based actions are performed, Young Wolf has one &#043;1\/&#043;1 counter and three -1\/-1 counters on it. After state-based actions are performed, Young Wolf is in the graveyard. When it was last on the battlefield, it had a &#043;1\/&#043;1 counter on it, so undying will not trigger.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-705\"><\/p>\n<h4 id=\"rule-705\">705. Flipping a Coin<\/h4>\n<p><\/strong><strong><span id=\"rule-705-1\">705.1<\/a><\/strong>. Some cards refer to flipping a coin. A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that either side lands face up. If the coin that\u2019s being flipped doesn\u2019t have an obvious \u201cheads\u201d or \u201ctails,\u201d designate one side to be \u201cheads,\u201d and the other side to be \u201ctails.\u201d Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call \u201codds\u201d or \u201cevens,\u201d or roll an even-sided die and designate that \u201codds\u201d means \u201cheads\u201d and \u201cevens\u201d means \u201ctails.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-705-2\">705.2<\/a><\/strong>. Some effects that instruct a player to flip a coin care only about whether the coin comes up heads or tails. No player wins or loses a coin flip for this kind of effect. For all other effects that instruct a player to flip a coin, the player that flips the coin calls \u201cheads\u201d or \u201ctails.\u201d If the call matches the result, the player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-705-3\">705.3<\/a><\/strong>. An effect may state that a coin flip has a certain result and\/or that a certain player wins a coin flip. In that case, ignore the actual results of that flip and use the indicated results instead. This can cause a player to win a flip that couldn\u2019t otherwise be won.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-706\"><\/p>\n<h4 id=\"rule-706\">706. Rolling a Die<\/h4>\n<p><\/strong><strong><span id=\"rule-706-1\">706.1<\/a><\/strong>. An effect that instructs a player to roll a die will specify what kind of die to roll and how many of those dice to roll.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-706-1a\">706.1a<\/span><\/strong> Such an effect may refer to an \u201cN-sided die,\u201d \u201cN-sided dice,\u201d or one or more \u201cdN,\u201d where N is a positive integer. In those cases, the die must have N equally likely outcomes, numbered from 1 to N. For example, a d20 is a twenty-sided die with possible outcomes from 1 to 20.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-706-1b\">706.1b<\/span><\/strong> Players may agree to use an alternate method for rolling a die, including a digital substitute, as long as the method used has the same number of equally likely outcomes as the die specified in the instruction.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-706-2\">706.2<\/a><\/strong>. After the roll, the number indicated on the top face of the die before any modifiers is the natural result. The instruction may include modifiers to the roll which add to or subtract from the natural result. Modifiers may also come from other sources. After considering all applicable modifiers, the final number is the result of the die roll.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-706-2a\">706.2a<\/span><\/strong> Modifiers may be optional and\/or have associated costs. If a modifier has an associated mana cost, the player who rolled has the chance to activate mana abilities before applying it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-706-2b\">706.2b<\/span><\/strong> If two or more effects are attempting to modify the natural result, the player who rolled chooses one to apply, following these steps: First, consider any effects that modify the result of a die roll by rerolling that die. Second, consider any effects that modify the result of a die roll by increasing or decreasing that result by a specified amount.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-706-3\">706.3<\/a><\/strong>. Some abilities that instruct a player to roll one or more dice include a results table.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-706-3a\">706.3a<\/span><\/strong> The results table appears as a list or as a chart with multiple striations. Each list item or striation includes possible results and an effect associated with those results. The possible results indicated could be a single number, a range of numbers with two endpoints in the form \u201cN1\u2013N2,\u201d or a range with a single endpoint in the form \u201cN&#043;.\u201d Each one means \u201cIf the result was in this range, [effect].\u201d After a die roll, use the result to determine which effect listed on the results table happens, if any.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-706-3b\">706.3b<\/span><\/strong> An instruction to roll one or more dice, any instructions to modify that roll printed in the same paragraph, any additional instructions based on the result of the roll, and the associated results table are all part of one ability.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-706-3c\">706.3c<\/span><\/strong> Some effects in results charts include the text \u201cRoll again.\u201d This additional roll uses the same kind of and number of dice originally called for, including any applicable modifiers.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-706-4\">706.4<\/a><\/strong>. Some abilities that instruct a player to roll one or more dice do not include a results table. The text of those abilities will indicate how to use the results of the die rolls, if at all.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-706-5\">706.5<\/a><\/strong>. One card (Celebr-8000) has an ability that instructs a player to roll two dice and has an additional effect if that player \u201crolled doubles.\u201d A player has rolled doubles if the result of each of those rolls is equal to the other.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-706-6\">706.6<\/a><\/strong>. If a player is instructed to ignore a roll, that roll is considered to have never happened. No abilities trigger because of the ignored roll, and no effects apply to that roll. If that player was instructed to ignore the lowest roll and multiple results are tied for the lowest, the player chooses one of those rolls to be ignored.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-706-7\">706.7<\/a><\/strong>. In a Planechase game, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that exchange the results of that roll with another value or compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-706-8\">706.8<\/a><\/strong>. One card (Centaur of Attention) has an ability that instructs a player to roll dice and \u201cstore\u201d those results on it and another ability that allows a player to reroll any number of those results.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-706-8a\">706.8a<\/span><\/strong> To store the result of a die roll on a permanent means to note both the kind of die rolled and the result of that roll. That noted information is considered a \u201cstored result\u201d of that permanent, and the result is the \u201cvalue\u201d of that stored result.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-706-8b\">706.8b<\/span><\/strong> To reroll one or more stored results of a permanent, roll one of the kind of die noted for each of them. If one kind of die is noted for more than one of those results, roll that many of that kind of die. The results you rerolled stop being stored results, and you store the results of each of the new die rolls on that permanent.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-706-8c\">706.8c<\/span><\/strong> If a permanent has an ability that stores results on it and another ability that refers to the stored results, those abilities are linked. (See rule <a href=\"#rule-607-2e\">607.2e<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-707\"><\/p>\n<h4 id=\"rule-707\">707. Copying Objects<\/h4>\n<p><\/strong><strong><span id=\"rule-707-1\">707.1<\/a><\/strong>. Some objects become or turn another object into a \u201ccopy\u201d of a spell, permanent, or card. Some effects create a token that\u2019s a copy of another object. (Certain older cards were printed with the phrase \u201csearch for a copy.\u201d This section doesn\u2019t cover those cards, which have received new text in the Oracle card reference.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-707-2\">707.2<\/a><\/strong>. When copying an object, the copy acquires the copiable values of the original object\u2019s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The copiable values are the values derived from the text printed on the object (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and\/or loyalty), as modified by other copy effects, by its face-down status, and by \u201cas . . . enters\u201d and \u201cas . . . is turned face up\u201d abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, counters, and stickers are not copied.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Chimeric Staff is an artifact that reads, \u201c{X}: This artifact becomes an X\/X Construct artifact creature until end of turn.\u201d Clone is a creature that reads, \u201cYou may have this creature enter as a copy of any creature on the battlefield.\u201d After a Staff has become a 5\/5 Construct artifact creature, a Clone enters the battlefield as a copy of it. The Clone is an artifact, not a 5\/5 Construct artifact creature. (The copy has the Staff\u2019s ability, however, and will become a creature if that ability is activated.)<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Clone enters the battlefield as a copy of a face-down Grinning Demon (a creature with morph {2}{B}{B}). The Clone is a colorless 2\/2 creature with no name, no types, no abilities, and no mana cost. It will still be face up. Its controller can\u2019t pay {2}{B}{B} to turn it face up.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-2a\">707.2a<\/span><\/strong> A copy acquires the color of the object it\u2019s copying because that value is derived from its mana cost or color indicator. A copy acquires the abilities of the object it\u2019s copying because those values are derived from its rules text. A copy doesn\u2019t wind up with two values of each ability (that is, it doesn\u2019t copy the object\u2019s abilities and its rules text, then have that rules text define a new set of abilities).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-2b\">707.2b<\/span><\/strong> Once an object has been copied, changing the copiable values of the original object won\u2019t cause the copy to change.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-2c\">707.2c<\/span><\/strong> If a static ability generates a continuous effect that\u2019s a copy effect, the copiable values that effect grants are determined only at the time that effect first starts to apply.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-707-3\">707.3<\/a><\/strong>. The copy\u2019s copiable values become the copied information, as modified by the copy\u2019s status (see rule <a href=\"#rule-110-5\">110.5<\/a>). Objects that copy the object will use the new copiable values.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Vesuvan Doppelganger reads, \u201cYou may have this creature enter as a copy of any creature on the battlefield, except it doesn\u2019t copy that creature\u2019s color and it has \u2018At the beginning of your upkeep, you may have this creature become a copy of target creature, except it doesn\u2019t copy that creature\u2019s color and it has this ability.\u2019\u201d A Vesuvan Doppelganger enters the battlefield as a copy of Runeclaw Bear (a 2\/2 green Bear creature with no abilities). Then a Clone enters the battlefield as a copy of the Doppelganger. The Clone is a 2\/2 blue Bear named Runeclaw Bear that has the Doppelganger\u2019s upkeep-triggered ability.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang (an unflipped flip card). Tomoya\u2019s characteristics become the characteristics of Stabwhisker the Odious, which is the flipped version of Nezumi Shortfang.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A face-down Grinning Demon (a creature with morph) becomes a copy of a face-up Branchsnap Lorian (a 4\/1 green creature with trample and morph {G}). The Demon\u2019s characteristics become the characteristics of Branchsnap Lorian. However, since the creature is face down, it remains a 2\/2 colorless creature with no name, types, or abilities, and no mana cost. It can be turned face up for {G}. If it\u2019s turned face up, it will have the characteristics of Branchsnap Lorian.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A face-down Grinning Demon (a creature with morph) becomes a copy of Wandering Ones (a 1\/1 blue Spirit creature that doesn\u2019t have morph). It will be a face-down Wandering Ones. It remains a 2\/2 colorless creature with no name, types, or abilities, and no mana cost. Its controller can\u2019t turn it face up as a special action. If an effect turns it face up, it will have the characteristics of Wandering Ones.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-707-4\">707.4<\/a><\/strong>. Some effects cause a permanent that\u2019s copying a permanent to copy a different object while remaining on the battlefield. The change doesn\u2019t cause enters-the-battlefield or leaves-the-battlefield abilities to trigger. This also doesn\u2019t change any noncopy effects presently affecting the permanent.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Unstable Shapeshifter reads, \u201cWhenever another creature enters, this creature becomes a copy of that creature, except it has this ability.\u201d It\u2019s affected by Giant Growth, which reads \u201cTarget creature gets &#043;3\/&#043;3 until end of turn.\u201d If a creature enters the battlefield later this turn, Unstable Shapeshifter will become a copy of that creature, but it will still get &#043;3\/&#043;3 from the Giant Growth.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-707-5\">707.5<\/a><\/strong>. An object that enters the battlefield \u201cas a copy\u201d or \u201cthat\u2019s a copy\u201d of another object becomes a copy as it enters the battlefield. It doesn\u2019t enter the battlefield, and then become a copy of that permanent. If the text that\u2019s being copied includes any abilities that replace the enters-the-battlefield event (such as \u201centers with\u201d or \u201cas [this] enters\u201d abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Skyshroud Behemoth reads, \u201cFading 2 (This creature enters with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can\u2019t, sacrifice it.)\u201d and \u201cThis creature enters tapped.\u201d A Clone that enters the battlefield as a copy of a Skyshroud Behemoth will also enter the battlefield tapped with two fade counters on it.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Wall of Omens reads, \u201cWhen this creature enters, draw a card.\u201d A Clone enters the battlefield as a copy of Wall of Omens. The Clone has the Wall\u2019s enters-the-battlefield triggered ability, so the Clone\u2019s controller draws a card.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-707-6\">707.6<\/a><\/strong>. When copying a permanent, any choices that have been made for that permanent aren\u2019t copied. Instead, if an object enters the battlefield as a copy of another permanent, the object\u2019s controller will get to make any \u201cas [this] enters the battlefield\u201d choices for it.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A Clone enters the battlefield as a copy of Adaptive Automaton. Adaptive Automaton reads, in part, \u201cAs this creature enters, choose a creature type.\u201d The Clone won\u2019t copy the creature type choice of the Automaton; rather, the controller of the Clone will get to make a new choice.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-707-7\">707.7<\/a><\/strong>. If a pair of linked abilities are copied, those abilities will be similarly linked to one another on the object that copied them. One ability refers only to actions that were taken or objects that were affected by the other. They can\u2019t be linked to any other ability, regardless of what other abilities the copy may currently have or may have had in the past. See rule <a href=\"#rule-607\">607<\/a>, \u201cLinked Abilities.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-707-8\">707.8<\/a><\/strong>. When copying a melded permanent or other double-faced permanent, use the copiable values of the face that\u2019s currently up to determine the characteristics of the copy. See rule <a href=\"#rule-712\">712<\/a>, \u201cDouble-Faced Cards.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-8a\">707.8a<\/span><\/strong> If an effect creates a token that is a copy of a double-faced permanent or a double-faced card not on the battlefield, the resulting token is a double-faced token that has both a front face and a back face. The characteristics of each face are determined by the copiable values of the same face of the permanent or card it is a copy of, as modified by any other copy effects that apply to that object. If the token is a copy of a double-faced permanent with its back face up, the token enters the battlefield with its back face up. This rule does not apply to tokens that are created with their own set of characteristics and enter the battlefield as a copy of a double-faced object due to a replacement effect.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Afflicted Deserter is the front face of a double-faced card, and the name of its back face is Werewolf Ransacker. If an effect creates a token that is a copy of that permanent, the token also has the same two faces and can transform. It enters the battlefield with the same face up as the permanent that it is a copy of.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Clone is not a double-faced card, so a token that is created as a copy of a Clone is not a double-faced token, even if it enters the battlefield as a copy of a permanent due to Clone\u2019s replacement effect.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-707-9\">707.9<\/a><\/strong>. Copy effects may include modifications or exceptions to the copying process.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-9a\">707.9a<\/span><\/strong> Some copy effects cause the copy to gain an ability as part of the copying process. This ability becomes part of the copiable values for the copy, along with any other abilities that were copied.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Quirion Elves enters the battlefield and an Unstable Shapeshifter copies it. The copiable values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has the ability \u201cWhenever another creature enters, this creature becomes a copy of that creature, except it has this ability.\u201d Then a Clone enters the battlefield as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the Elves.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-9b\">707.9b<\/span><\/strong> Some copy effects modify a characteristic as part of the copying process. The final set of values for that characteristic becomes part of the copiable values of the copy.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Copy Artifact is an enchantment that reads, \u201cYou may have this enchantment enter as a copy of any artifact on the battlefield, except it\u2019s an enchantment in addition to its other types.\u201d It enters the battlefield as a copy of Juggernaut. The copiable values of the Copy Artifact now match those of Juggernaut with one modification: its types are now artifact, creature, and enchantment.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-9c\">707.9c<\/span><\/strong> Some copy effects specifically state that they don\u2019t copy certain characteristics and the affected objects instead retain their original values. Copy effects may also simply state that certain characteristics are not copied.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-9d\">707.9d<\/span><\/strong> When applying a copy effect that doesn\u2019t copy a certain characteristic, retains one or more original values for a certain characteristic, or provides a specific set of values for a certain characteristic, any characteristic-defining ability (see rule <a href=\"#rule-604-3\">604.3<\/a>) of the object being copied that defines that characteristic is not copied. If that characteristic is color, any color indicator (see rule <a href=\"#rule-204\">204<\/a>) of that object is also not copied. This rule does not apply to copy effects with exceptions that state the object is a certain card type, supertype, and\/or subtype \u201cin addition to its other types.\u201d In those cases, any characteristic-defining ability that defines card type, supertype, and\/or subtype is copied.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Quicksilver Gargantuan is a creature that reads, \u201cYou may have this creature enter as a copy of any creature on the battlefield, except it\u2019s 7\/7.\u201d Quicksilver Gargantuan enters the battlefield as a copy of Tarmogoyf, which has a characteristic-defining ability that defines its power and toughness. Quicksilver Gargantuan does not have that ability. It will be 7\/7.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Glasspool Mimic is a creature that reads \u201cYou may have this creature enter as a copy of a creature you control, except it\u2019s a Shapeshifter Rogue in addition to its other types.\u201d Glasspool Mimic enters as a copy of a creature with changeling. Glasspool Mimic will have changeling and will have all creature types.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-9e\">707.9e<\/span><\/strong> Some replacement effects that generate copy effects include an exception that\u2019s an additional effect rather than a modification of the affected object\u2019s characteristics. If another copy effect is applied to that object after applying the copy effect with that exception, the exception\u2019s effect doesn\u2019t happen.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Altered Ego reads, \u201cYou may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional &#043;1\/&#043;1 counters on it.\u201d You choose for it to enter the battlefield as a copy of Clone, which reads \u201cYou may have this creature enter as a copy of any creature on the battlefield,\u201d for which no creature was chosen as it entered the battlefield. If you then choose a creature to copy as you apply the replacement effect Altered Ego gains by copying Clone, Altered Ego\u2019s replacement effect won\u2019t cause it to enter the battlefield with any &#043;1\/&#043;1 counters on it.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-9f\">707.9f<\/span><\/strong> Some exceptions to the copying process apply only if the copy is or has certain characteristics. To determine whether such an exception applies, consider what the resulting permanent\u2019s characteristics would be if the copy effect were applied without that exception, taking into account any other exceptions that effect includes.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Moritte of the Frost says, in part, \u201cYou may have Moritte enter as a copy of a permanent you control, except it\u2019s legendary and snow in addition to its other types and, if it\u2019s a creature, it enters with two additional &#043;1\/&#043;1 counters on it and it has changeling.\u201d Moritte of the Frost copies a land that has become a creature until end of turn. It would enter as a noncreature permanent, so it won\u2019t enter with two additional &#043;1&#043;1 counters on it and it won\u2019t have changeling, even if it becomes a creature later in the turn.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-9g\">707.9g<\/span><\/strong> Some replacement effects that generate copy effects are linked to triggered abilities written in the same paragraph. (See rule <a href=\"#rule-603-11\">603.11<\/a>.) If another copy effect is applied to that object after applying the copy effect with the linked triggered ability, the ability doesn\u2019t trigger.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-707-10\">707.10<\/a><\/strong>. To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn\u2019t cast and a copy of an activated ability isn\u2019t activated. A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs. (See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d) Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player casts Fork, targeting an Emerald Charm. Fork reads, \u201cCopy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.\u201d Emerald Charm is a modal green instant. When the Fork resolves, it puts a copy of the Emerald Charm on the stack except the copy is red, not green. 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.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Fling is an instant that reads, \u201cAs an additional cost to cast this spell, sacrifice a creature\u201d and \u201cFling deals damage equal to the sacrificed creature\u2019s power to any target.\u201d When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Dawnglow Infusion is a sorcery that reads, \u201cYou gain X life if {G} was spent to cast this spell and X life if {W} was spent to cast it.\u201d Because mana isn\u2019t an object, a copy of Dawnglow Infusion won\u2019t cause you to gain any life, no matter what mana was spent to cast the original spell.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-10a\">707.10a<\/span><\/strong> If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions. See rule <a href=\"#rule-704\">704<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-10b\">707.10b<\/span><\/strong> A copy of an ability has the same source as the original ability. If the ability refers to its source by name, the copy refers to that same object and not to any other object with the same name. The copy is considered to be the same ability by effects that count how many times that ability has resolved during the turn.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-10c\">707.10c<\/span><\/strong> Some effects copy a spell or ability and state that its controller may choose new targets for the copy. The player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal. Once the player has decided what the copy\u2019s targets will be, the copy is put onto the stack with those targets.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-10d\">707.10d<\/span><\/strong> Some effects copy a spell or ability for each player or object it \u201ccould target.\u201d The copies are put onto the stack with those targets in the order of their controller\u2019s choice. If the spell or ability has more than one target, each of its targets must be the same player or object. If that player or object isn\u2019t a legal target for each instance of the word \u201ctarget,\u201d a copy isn\u2019t created for that player or object.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-10e\">707.10e<\/span><\/strong> Some effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one target, each of the copy\u2019s targets must be that player or object. If that player or object isn\u2019t a legal target for each instance of the word \u201ctarget,\u201d the copy isn\u2019t created. In the case where a replacement effect causes the copy to target more than one object, the copy\u2019s controller chooses one of them to be the new target. The chosen target must be a legal target for that spell or ability.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Frontline Heroism is an enchantment with the ability \u201cWhenever you cast a spell that targets only a single creature you control, create a 1\/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.\u201d Anointed Procession is an enchantment with the ability \u201cIf an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.\u201d If you control both and cast Moment of Triumph targeting a creature you control, Frontline Heroism\u2019s ability triggers. As that ability resolves, you create two 1\/1 red Soldier creature tokens with haste, then copy Moment of Triumph and the copy targets one of those tokens of your choice. The copy doesn\u2019t target both the tokens.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-10f\">707.10f<\/span><\/strong> Some effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token permanent. (See rule <a href=\"#rule-608-3f\">608.3f<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-707-10g\">707.10g<\/span><\/strong> If an effect creates a copy of a double-faced permanent spell, the copy is also a double-faced permanent spell that has both a front face and a back face. The characteristics of its front and back face are determined by the copiable values of the same face of the spell it is a copy of, as modified by any other copy effects. If the spell it is a copy of has its back face up, the copy is created with its back face up. The token that\u2019s put onto the battlefield as that spell resolves is a double-faced token.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-707-11\">707.11<\/a><\/strong>. 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.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An Unstable Shapeshifter copies an Olivia Voldaren. Olivia Voldaren reads, \u201c{1}{R}: Olivia Voldaren deals 1 damage to another target creature. That creature becomes a Vampire in addition to its other types. Put a &#043;1\/&#043;1 counter on Olivia Voldaren.\u201d If this ability of the Shapeshifter is activated, the Shapeshifter will deal 1 damage and you will put a &#043;1\/&#043;1 counter on it, even if it\u2019s no longer a copy of Olivia Voldaren at that time.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-707-12\">707.12<\/a><\/strong>. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, except that the copy is created in the same zone the object is in and then cast while another spell or ability is resolving. Casting a copy of an object follows steps <a href=\"#rule-601-2a\">601.2a\u2013h<\/a> of rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells,\u201d and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-707-13\">707.13<\/a><\/strong>. One card (Garth One-Eye) instructs a player to create a copy of a card defined by name rather than by indicating an object to be copied. To do so, the player uses the Oracle card reference to determine the characteristics of the copy and creates the copy outside of the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-707-14\">707.14<\/a><\/strong>. One card (Magar of the Magic Strings) instructs a player to note the name of a particular card in a graveyard and create a copy of the card with the noted name. To do so, use the characteristics of that card as it last existed in the graveyard to determine the copiable values of the copy. (See rule <a href=\"#rule-608-2h\">608.2h<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708\"><\/p>\n<h4 id=\"rule-708\">708. Face-Down Spells and Permanents<\/h4>\n<p><\/strong><strong><span id=\"rule-708-1\">708.1<\/a><\/strong>. Some cards allow spells and permanents to be face down.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708-2\">708.2<\/a><\/strong>. Face-down spells and face-down permanents have no characteristics other than those listed by the ability or rules that allowed the spell or permanent to be face down. Any listed characteristics are the copiable values of that object\u2019s characteristics. (See rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects,\u201d and rule <a href=\"#rule-707\">707<\/a>, \u201cCopying Objects.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-708-2a\">708.2a<\/span><\/strong> If a face-up permanent is turned face down by a spell or ability that doesn\u2019t list any characteristics for that object, it becomes a 2\/2 face-down creature with no text, no name, no subtypes, and no mana cost. A permanent that enters the battlefield face down also has these characteristics unless otherwise specified by the effect that put it onto the battlefield face down or allowed it to be cast face down. These values are the copiable values of that object\u2019s characteristics.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-708-2b\">708.2b<\/span><\/strong> A face-down permanent can\u2019t be turned face-down. If a spell or ability attempts to turn a face-down permanent face down, nothing happens and that effect doesn\u2019t change any of its characteristics or their copiable values.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-708-3\">708.3<\/a><\/strong>. Objects that are put onto the battlefield face down are turned face down before they enter the battlefield, so the permanent\u2019s enters-the-battlefield abilities won\u2019t trigger (if triggered) or have any effect (if static).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708-4\">708.4<\/a><\/strong>. Objects that are cast face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell\u2019s characteristics. Any effects or prohibitions that would apply to casting an object with these characteristics (and not the face-up object\u2019s characteristics) are applied to casting this object. The permanent the spell becomes will be a face-down permanent.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708-5\">708.5<\/a><\/strong>. At any time, you may look at a face-down spell you control on the stack or a face-down permanent you control (even if it\u2019s phased out). You can\u2019t look at face-down cards in any other zone or face-down spells or permanents controlled by another player.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708-6\">708.6<\/a><\/strong>. If you control multiple face-down spells or face-down permanents, you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other. This includes, but is not limited to, knowing what ability or rules caused the permanents to be face down, the order spells were cast, the order that face-down permanents entered the battlefield, which creature(s) attacked last turn, and any other differences between face-down spells or permanents. Common methods for distinguishing between face-down objects include using counters or dice to mark the different objects, or clearly placing those objects in order on the table.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708-7\">708.7<\/a><\/strong>. The ability or rules that allow a permanent to be face down may also allow the permanent\u2019s controller to turn it face up. Spells normally can\u2019t be turned face up.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708-8\">708.8<\/a><\/strong>. As a face-down permanent is turned face up, its copiable values revert to its normal copiable values. Any effects that have been applied to the face-down permanent still apply to the face-up permanent. Any abilities relating to the permanent entering the battlefield don\u2019t trigger and don\u2019t have any effect, because the permanent has already entered the battlefield.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708-9\">708.9<\/a><\/strong>. If a face-down permanent or a face-down component of a merged permanent moves from the battlefield to any other zone, its owner must reveal it to all players as they move it. If a face-down spell moves from the stack to any zone other than the battlefield, its owner must reveal it to all players as they move it. If a player leaves the game, all face-down permanents, face-down components of merged permanents, and face-down spells owned by that player must be revealed to all players. At the end of each game, all face-down permanents, face-down components of merged permanents, and face-down spells must be revealed to all players.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708-10\">708.10<\/a><\/strong>. If a face-down permanent becomes a copy of another permanent, its copiable values become the copiable values of that permanent, as modified by its face-down status. Its characteristics therefore remain the same: the characteristics listed by the ability or rules that allowed it to be turned face down. However, if it is turned face up, its copiable values become the values it copied from the other permanent. See rule <a href=\"#rule-707-3\">707.3<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708-11\">708.11<\/a><\/strong>. If a face-down permanent would have an \u201cAs [this permanent] is turned face up . . .\u201d ability after it\u2019s turned face up, that ability is applied while that permanent is being turned face up, not afterward.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-708-12\">708.12<\/a><\/strong>. If a spell or ability that instructs a player to reveal a face-down permanent needs information about the revealed object, it uses the characteristics of that object ignoring any continuous effects that may be applying to it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-709\"><\/p>\n<h4 id=\"rule-709\">709. Split Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-709-1\">709.1<\/a><\/strong>. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-709-2\">709.2<\/a><\/strong>. Although split cards have two castable 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.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-709-3\">709.3<\/a><\/strong>. A player chooses which half of a split card they are casting before putting it onto the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-3a\">709.3a<\/span><\/strong> Only the chosen half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-3b\">709.3b<\/span><\/strong> While on the stack, only the characteristics of the half being cast exist. The other half\u2019s characteristics are treated as though they didn\u2019t exist.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-3c\">709.3c<\/span><\/strong> An effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics of the two halves separated into the same two halves as the original card. (See rule <a href=\"#rule-707-12\">707.12<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-709-4\">709.4<\/a><\/strong>. In every zone except the stack, the characteristics of a split card are those of its two halves combined.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-4a\">709.4a<\/span><\/strong> Each split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a split card\u2019s name, the player must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-4b\">709.4b<\/span><\/strong> The mana cost of a split card is the combined mana costs of its two halves. A split card\u2019s colors and mana value are determined from its combined mana cost. An effect that refers specifically to the symbols in a split card\u2019s mana cost sees the separate symbols rather than the whole mana cost.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Assault\/\/Battery\u2019s mana cost is {3}{R}{G}. It\u2019s a red and green card with a mana value of 5. If you cast Assault, the resulting spell is a red spell with a mana value of 1.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Fire\/\/Ice\u2019s mana cost is {2}{U}{R}. It has the same mana cost as Steam Augury, but an effect such as that of Jegantha, the Wellspring sees that it contains the mana symbol {1} twice.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-4c\">709.4c<\/span><\/strong> A split card has each card type specified on either of its halves and each ability in the text box of each half.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-4d\">709.4d<\/span><\/strong> The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule <a href=\"#rule-702-102\">702.102<\/a>, \u201cFuse\u201d).<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-709-5\">709.5<\/a><\/strong>. Some split cards are permanent cards with a single shared type line. A shared type line on such an object represents two static abilities that function on the battlefield. These are \u201cAs long as this permanent doesn\u2019t have the \u2018left half unlocked\u2019 designation, it doesn\u2019t have the name, mana cost, or rules text of this object\u2019s left half\u201d and \u201cAs long as this permanent doesn\u2019t have the \u2018right half unlocked\u2019 designation, it doesn\u2019t have the name, mana cost, or rules text of this object\u2019s right half.\u201d These abilities, as well as which half of that permanent a characteristic is in, are part of that object\u2019s copiable values.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-5a\">709.5a<\/span><\/strong> Each half of a split card with a shared type line shares the types and subtypes listed on that card\u2019s shared type line.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-5b\">709.5b<\/span><\/strong> The existence of each half of an object with a shared type line is part of that object\u2019s copiable values, even if that object is a spell on the stack. This is an exception to rule <a href=\"#rule-709-3b\">709.3b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-5c\">709.5c<\/span><\/strong> \u201cLeft half unlocked\u201d and \u201cright half unlocked\u201d are designations that a permanent on the battlefield can have. Together, they are called the unlocked designations. A particular half of a permanent is said to be \u201cunlocked\u201d if it has the appropriate unlocked designation. Otherwise, that half is said to be \u201clocked.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-5d\">709.5d<\/span><\/strong> A permanent with a shared type line is given the \u201cleft half unlocked\u201d designation as it enters the battlefield if its left half was cast as a spell. It is given the \u201cright half unlocked\u201d designation as it enters the battlefield if its right half was a cast as a spell. If it\u2019s entering the battlefield and neither half was cast as a spell, it enters with neither unlocked designation.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-5e\">709.5e<\/span><\/strong> A player who controls a permanent that has one or more locked halves may pay the mana cost of a locked half of that permanent to give that permanent the appropriate unlocked designation. This cost is referred to as an \u201cunlock cost.\u201d This is a special action (see rule <a href=\"#rule-116\">116<\/a>). A player can take this action any time they have priority and the stack is empty during a main phase of their turn.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-5f\">709.5f<\/span><\/strong> Some spells and abilities instruct a player to \u201cunlock\u201d half of a permanent. To unlock half of a permanent, a player chooses a locked half of that permanent, and that permanent is given the appropriate unlocked designation.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-5g\">709.5g<\/span><\/strong> Some spells and abilities instruct a player to \u201clock\u201d half of a permanent. To lock half of a permanent, a player chooses an unlocked half of that permanent, and that permanent loses the appropriate unlocked designation.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-5h\">709.5h<\/span><\/strong> Some abilities trigger when a player unlocks a particular half of a permanent. These abilities trigger when that permanent is given the appropriate unlocked designation, regardless of whether it was given that designation while entering the battlefield or after entering the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-5i\">709.5i<\/span><\/strong> Some abilities trigger when a player \u201cfully unlocks\u201d a permanent with a shared type line. Such an ability triggers when that permanent has one of the two unlocked designations and gets the other, or when it has neither designation and gains both.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-709-5j\">709.5j<\/span><\/strong> Some cards refer to a \u201cdoor\u201d of a Room permanent. A door is a half of that permanent.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-710\"><\/p>\n<h4 id=\"rule-710\">710. Flip Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-710-1\">710.1<\/a><\/strong>. Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card\u2019s normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic card back.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-710-1a\">710.1a<\/span><\/strong> The top half of a flip card contains the card\u2019s normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to \u201cflip\u201d if certain conditions are met.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-710-1b\">710.1b<\/span><\/strong> The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is on the battlefield and only if the permanent is flipped.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-710-1c\">710.1c<\/span><\/strong> A flip card\u2019s color and mana cost don\u2019t change if the permanent is flipped. Also, any changes to it by external effects will still apply.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-710-2\">710.2<\/a><\/strong>. In every zone other than the battlefield, and also on the battlefield before the permanent flips, a flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal name, text box, type line, power, and toughness don\u2019t apply and the alternative versions of those characteristics apply instead.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says \u201cSearch your library for a legendary card\u201d can\u2019t find this flip card. An effect that says \u201cLegendary creatures get &#043;2\/&#043;2\u201d doesn\u2019t affect Akki Lavarunner, but it does affect Tok-Tok.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-710-3\">710.3<\/a><\/strong>. You must ensure that it\u2019s clear at all times whether a permanent you control is flipped or not, both when it\u2019s untapped and when it\u2019s tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-710-4\">710.4<\/a><\/strong>. Flipping a permanent is a one-way process. Once a permanent is flipped, it\u2019s impossible for it to become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of its status. See rule <a href=\"#rule-110-5\">110.5<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-710-5\">710.5<\/a><\/strong>. If an effect instructs a player to choose a card name and the player wants to choose a flip card\u2019s alternative name, the player may do so.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-711\"><\/p>\n<h4 id=\"rule-711\">711. Leveler Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-711-1\">711.1<\/a><\/strong>. Each leveler card has a striated text box and three power\/toughness boxes. The text box of a leveler card contains two level symbols.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-711-2\">711.2<\/a><\/strong>. A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as \u201cN1-N2,\u201d or a single number followed by a plus sign, indicated here as \u201cN3&#043;.\u201d Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power\/toughness box printed within that striation, indicated here as \u201c[P\/T].\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-711-2a\">711.2a<\/span><\/strong> \u201c{LEVEL N1-N2} [Abilities] [P\/T]\u201d means \u201cAs long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P\/T] and has [abilities].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-711-2b\">711.2b<\/span><\/strong> \u201c{LEVEL N3&#043;} [Abilities] [P\/T]\u201d means \u201cAs long as this creature has N3 or more level counters on it, it has base power and toughness [P\/T] and has [abilities].\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-711-3\">711.3<\/a><\/strong>. The text box striations have no game significance other than clearly demarcating which abilities and which power\/toughness box are associated with which level symbol. Leveler cards each contain only one text box.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-711-4\">711.4<\/a><\/strong>. Any ability a leveler card has that isn\u2019t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule <a href=\"#rule-702-87\">702.87<\/a>) at all times; it may be activated regardless of how many level counters are on that permanent.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-711-5\">711.5<\/a><\/strong>. If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power\/toughness box.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-711-6\">711.6<\/a><\/strong>. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power\/toughness box.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-711-7\">711.7<\/a><\/strong>. Some enchantments have the subtype Class and associated abilities that give them a class level. These are not level up abilities and class levels do not interact with level counters. See rule <a href=\"#rule-716\">716<\/a>, \u201cClass Cards.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712\"><\/p>\n<h4 id=\"rule-712\">712. Double-Faced Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-712-1\">712.1<\/a><\/strong>. A double-faced card has a Magic card face on one side and either a Magic card face or half of an oversized card face on the other. (It does not have a Magic card back.) There are three kinds of double-faced cards: nonmodal double-faced cards (previously called \u201ctransforming double-faced cards\u201d), modal double-faced cards, and meld cards.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-2\">712.2<\/a><\/strong>. Nonmodal double-faced cards have a Magic card face on each side and include abilities on one or both of their faces that allow the card to either \u201ctransform\u201d or \u201cconvert\u201d (turn over to its other face) and\/or allow the card to be cast or enter the battlefield \u201ctransformed\u201d or \u201cconverted\u201d (with its back face up).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-2a\">712.2a<\/span><\/strong> A nonmodal double-faced card\u2019s front face is marked by a front-face symbol in its upper left corner. On cards printed starting with The Brothers\u2019 War\u2122 release, that symbol is a single white triangle pointed upward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins\u2122 and Core Set 2019 double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad\u00ae block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon\u2122 set, the front-face symbol is a sun. On other Eldritch Moon double-faced cards, the front-face symbol is a full moon. On Ixalan\u00ae and Rivals of Ixalan\u2122 cards, the front-face symbol is a compass rose. On Kamigawa\u00ae: Neon Dynasty double-faced cards, the front-face symbol is a closed fan.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-2b\">712.2b<\/span><\/strong> A nonmodal double-faced card\u2019s back face is marked by a back-face symbol in its upper left or upper right corner. On cards printed starting with The Brothers\u2019 War release, that symbol is a single white triangle pointed downward inside a black circle. Nonmodal double-faced cards printed in older sets have different front-face symbols. On Magic Origins and Core Set 2019 double-faced cards, the back-face symbol is a full Planeswalker icon. On cards in the Innistrad block, Shadows over Innistrad set, and Innistrad: Midnight Hunt set, as well as on Ulrich, Uncontested Alpha in the Eldritch Moon set, the back-face symbol is a crescent moon. On other Eldritch Moon double-faced cards, the back-face symbol is a stylized image of Emrakul. On Ixalan and Rivals of Ixalan cards, the back-face symbol is a land icon. On Kamigawa: Neon Dynasty double-faced cards, the back-face symbol is an open fan.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-2c\">712.2c<\/span><\/strong> The front face of a nonmodal double-faced card whose back face is a creature has the back face\u2019s power and toughness printed in gray above the power and toughness box. This is reminder text and has no effect on game play.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-712-3\">712.3<\/a><\/strong>. Modal double-faced cards have a Magic card face on each side. These faces are usually independent from one another, but they may have an ability that allows them to \u201ctransform\u201d or \u201cconvert\u201d on either face.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-3a\">712.3a<\/span><\/strong> A modal double-faced card\u2019s front face is marked by a front-face symbol in its upper left corner. The front-face symbol is a single black triangle inside a sideways teardrop.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-3b\">712.3b<\/span><\/strong> A modal double-faced card\u2019s back face is marked by a back-face symbol in its upper left corner. The back-face symbol is two white triangles inside a sideways teardrop.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-3c\">712.3c<\/span><\/strong> Each face of a modal double-faced card includes a hint bar in the lower left corner with information about the opposite face. This is reminder text and has no effect on game play.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-712-4\">712.4<\/a><\/strong>. Meld cards have a Magic card face on one side and half of an oversized card face on the other.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-4a\">712.4a<\/span><\/strong> One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule <a href=\"#rule-701-42\">701.42<\/a>, \u201cMeld\u201d). The resulting permanent is a single object represented by two cards.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-4b\">712.4b<\/span><\/strong> The back faces of a meld pair are used only to determine the characteristics of the melded permanent that pair becomes on the battlefield. If a rule or effect references the back face of a meld card when not part of a melded permanent on the battlefield, it fails to determine its characteristics, regardless of which parts of the melded permanent is represented on that card\u2019s back face.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-4c\">712.4c<\/span><\/strong> Unlike other double-faced cards, meld cards cannot be transformed or converted. Any instructions to do so are ignored.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-712-5\">712.5<\/a><\/strong>. There are seven specific meld pairs.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-5a\">712.5a<\/span><\/strong> Midnight Scavengers and Graf Rats meld to form Chittering Host.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-5b\">712.5b<\/span><\/strong> Hanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-5c\">712.5c<\/span><\/strong> Bruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-5d\">712.5d<\/span><\/strong> Phyrexian Dragon Engine and Mishra, Claimed by Gix meld to form Mishra, Lost to Phyrexia.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-5e\">712.5e<\/span><\/strong> The Mightstone and Weakstone and Urza, Lord Protector meld to form Urza, Planeswalker.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-5f\">712.5f<\/span><\/strong> Argoth, Sanctum of Nature and Titania, Voice of Gaea meld to form Titania, Gaea Incarnate.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-5g\">712.5g<\/span><\/strong> Fang, Fearless l\u2019Cie and Vanille, Cheerful l\u2019Cie meld to form Ragnarok, Divine Deliverance.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-712-6\">712.6<\/a><\/strong>. Players who are allowed to look at a double-faced card may look at both sides of that card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-7\">712.7<\/a><\/strong>. Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the owner of a double-faced card may use completely opaque card sleeves and\/or a substitute card (see rule <a href=\"#rule-713\">713<\/a>). Sanctioned tournaments have additional rules for playing with double-faced cards. See rule <a href=\"#rule-100-6\">100.6<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-8\">712.8<\/a><\/strong>. Each face of a double-faced card that isn\u2019t a meld card has its own set of characteristics. The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-8a\">712.8a<\/span><\/strong> While a double-faced card is outside the game or in a zone other than the battlefield or stack, it has only the characteristics of its front face.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-8b\">712.8b<\/span><\/strong> A meld card on the stack has only the characteristics of its front face.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-8c\">712.8c<\/span><\/strong> Normally, a nonmodal double-faced spell has its front face up while on the stack and has only the characteristics of its front face. However, if an effect allows a player to cast a nonmodal double-faced card \u201ctransformed\u201d or \u201cconverted,\u201d the resulting spell will have its back face up and have only the characteristics of its back face. Its mana value is calculated using the mana cost of its front face.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-8d\">712.8d<\/span><\/strong> While a double-faced permanent has its front face up, it has only the characteristics of its front face.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-8e\">712.8e<\/span><\/strong> While a nonmodal double-faced permanent has its back face up, it has only the characteristics of its back face. However, its mana value is calculated using the mana cost of its front face. If a permanent is copying the back face of a nonmodal double-faced permanent (even if the object representing that copy is itself a double-faced permanent), the mana value of that permanent is 0. See rule <a href=\"#rule-202-3b\">202.3b<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-8f\">712.8f<\/span><\/strong> While a modal double-faced spell is on the stack or a modal double-faced permanent is on the battlefield, it has only the characteristics of the face that\u2019s up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-8g\">712.8g<\/span><\/strong> While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its mana value is the sum of the mana values of its front faces. If a permanent is copying a melded permanent, the mana value of the copy is 0. See rule <a href=\"#rule-202-3c\">202.3c<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-712-9\">712.9<\/a><\/strong>. Only permanents represented by double-faced tokens and double-faced cards that are not meld cards can transform or convert. (See rule <a href=\"#rule-701-27\">701.27<\/a>, \u201cTransform,\u201d and rule <a href=\"#rule-701-28\">701.28<\/a>, \u201cConvert.\u201d) If a spell or ability instructs a player to transform or convert any permanent that isn\u2019t represented by a double-faced token or a double-faced card, nothing happens.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can\u2019t transform.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2\/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, \u201cTransform all Humans.\u201d Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-10\">712.10<\/a><\/strong>. If a spell or ability instructs a player to transform or convert a permanent, and the face that permanent would transform or convert into is an instant or sorcery card face, or is a double-faced token that was created with an instant or sorcery face, nothing happens.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-11\">712.11<\/a><\/strong>. A double-faced spell is cast with its front face up by default. See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-11a\">712.11a<\/span><\/strong> If a double-faced card or a copy of a double-faced card is cast as a spell \u201ctransformed\u201d or \u201cconverted,\u201d it\u2019s put on the stack with its back face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-11b\">712.11b<\/span><\/strong> A player casting a modal double-faced card or a copy of a modal double-faced card as a spell chooses which face they are casting before putting it onto the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-11c\">712.11c<\/span><\/strong> Only the face that will be face up on the stack is evaluated to determine if it can be cast. Only that face is considered to be put onto the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-11d\">712.11d<\/span><\/strong> If an ability of a double-faced card\u2019s front face allows it to be cast \u201ctransformed\u201d or \u201cconverted,\u201d that ability is also considered when evaluating that spell to determine if it can be cast. This is an exception to <a href=\"#rule-712-11c\">712.11c<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-712-12\">712.12<\/a><\/strong>. A player playing a modal double-faced card or a copy of a modal double-faced card as a land chooses one of its faces that\u2019s a land before putting it onto the battlefield. It enters the battlefield with that face up. See rule <a href=\"#rule-305\">305<\/a>, \u201cLands.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-13\">712.13<\/a><\/strong>. By default, a resolving double-faced spell that becomes a permanent is put onto the battlefield with the same face up that was face up on the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-13a\">712.13a<\/span><\/strong> Some abilities may cause a double-faced spell with its front face up on the stack to enter the battlefield transformed or converted. If the back face of the card that represents that spell is an instant or sorcery face, or that spell is a copy of a double-faced card created with an instant or sorcery back face, it doesn\u2019t enter the battlefield, and is instead put into its owner\u2019s graveyard.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls both Mycosynth Lattice and March of the Machines, the combined effects of which make all permanents artifact creatures in addition to their other types. They also control a Clone on the battlefield that is a copy of Bird Admirer, a creature with daybound. It is currently night, but that permanent can\u2019t transform because it isn\u2019t represented by a double-faced card. Its controller casts Mystic Reflection targeting it, then casts Invasion of Kylem, a Siege battle whose back face is a sorcery. Because Invasion of Kylem is entering the battlefield as a creature, Mystic Reflection\u2019s replacement effect applies to it and it tries to enter the battlefield as a copy of Bird Admirer. Since it is night, the daybound ability would normally cause it to enter with its back face up. However, since its back face is a sorcery, it is instead put into its owner\u2019s graveyard.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-712-14\">712.14<\/a><\/strong>. A double-faced card put onto the battlefield from a zone other than the stack enters the battlefield with its front face up by default.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-14a\">712.14a<\/span><\/strong> If a spell or ability puts a double-faced card onto the battlefield \u201ctransformed\u201d or \u201cconverted,\u201d it enters the battlefield with its back face up. If a player is instructed to put a card that isn\u2019t a double-faced card onto the battlefield transformed or converted, that card stays in its current zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-14b\">712.14b<\/span><\/strong> If a player is instructed to put a modal double-faced card onto the battlefield and its front face isn\u2019t a permanent card, the card stays in its current zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-14c\">712.14c<\/span><\/strong> If a meld card is being melded with its counterpart, those cards enter the battlefield as a single permanent with their back faces up.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-712-15\">712.15<\/a><\/strong>. If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using a face-down substitute card (see rule <a href=\"#rule-713\">713<\/a>) and\/or opaque sleeves. See rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-15a\">712.15a<\/span><\/strong> While face down, a double-faced permanent can\u2019t transform or convert. If it\u2019s turned face up, it will have its front face up.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-712-16\">712.16<\/a><\/strong>. Melded permanents and other double-faced permanents can\u2019t be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-17\">712.17<\/a><\/strong>. A double-faced card that is exiled face down remains hidden, using a face-down substitute card and\/or opaque sleeves. See rule <a href=\"#rule-713\">713<\/a>, \u201cSubstitute Cards.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-18\">712.18<\/a><\/strong>. When a double-faced permanent transforms or converts, it doesn\u2019t become a new object. Any effects that applied to that permanent will continue to apply to it.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> An effect gives Village Ironsmith (the front face of a double-faced card) &#043;2\/&#043;2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get &#043;2\/&#043;2 until end of turn.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-19\">712.19<\/a><\/strong>. If an effect instructs a player to choose a card name, the player may choose the name of either face of a double-faced card but not both. The player may choose the name of the combined back face of a meld pair.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-20\">712.20<\/a><\/strong>. If a double-faced card would have an \u201cAs [this permanent] transforms . . .\u201d ability after it transforms or converts, that ability is applied while that permanent is transforming or converting, not afterward.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-712-21\">712.21<\/a><\/strong>. If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Chittering Host, a melded permanent, dies. An ability that triggers \u201cwhenever a creature dies\u201d triggers once. An ability that triggers \u201cwhenever a card is put into a graveyard from anywhere\u201d triggers twice.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-21a\">712.21a<\/span><\/strong> If a melded permanent is put into its owner\u2019s graveyard or library, that player may arrange the two cards in any order. If it\u2019s put into its owner\u2019s library, that player doesn\u2019t reveal the order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-21b\">712.21b<\/span><\/strong> If a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time. This is an exception to the procedure described in rule <a href=\"#rule-613-7m\">613.7m<\/a>.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Duplicant is a card with the abilities \u201cWhen Duplicant enters, you may exile target nontoken creature\u201d and \u201cAs long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It\u2019s still a Shapeshifter.\u201d As Duplicant\u2019s first ability exiles Chittering Host, a melded permanent, Duplicant\u2019s controller chooses whether the last creature card exiled is Midnight Scavengers or Graf Rats.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-21c\">712.21c<\/span><\/strong> If an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards. (See rule <a href=\"#rule-400-7\">400.7<\/a>.) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Otherworldly Journey is an instant that reads \u201cExile target creature. At the beginning of the next end step, return that card to the battlefield under its owner\u2019s control with a &#043;1\/&#043;1 counter on it.\u201d A player casts Otherworldly Journey targeting Chittering Host, a melded permanent. Chittering Host is exiled. At the beginning of the next end step, Midnight Scavengers and Graf Rats are both returned to the battlefield, each with a &#043;1\/&#043;1 counter on it.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> False Demise is an Aura with the ability \u201cWhen enchanted creature dies, return that card to the battlefield under your control.\u201d A Chittering Host enchanted by False Demise dies. The triggered ability returns both Midnight Scavengers and Graf Rats to the battlefield.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Mimic Vat is an artifact that reads, in part, \u201cWhenever a nontoken creature dies, you may exile that card.\u201d A Chittering Host dies. As Mimic Vat\u2019s triggered ability resolves, its controller makes a single choice and both cards that represented Chittering Host are either exiled or not.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-21d\">712.21d<\/span><\/strong> If multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one of the two cards affects both cards. If the melded permanent is a commander, it may be exempt from this rule; see rules <a href=\"#rule-903-9b\">903.9b\u2013c<\/a>.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Leyline of the Void is an enchantment that reads, in part, \u201cIf a card would be put into an opponent\u2019s graveyard from anywhere, exile it instead.\u201d Wheel of Sun and Moon is an Aura with enchant player and the ability \u201cIf a card would be put into enchanted player\u2019s graveyard from anywhere, instead that card is revealed and put on the bottom of its owner\u2019s library.\u201d If the controller of Chittering Host is affected by both cards\u2019 effects, that player chooses one effect to apply to the event and Midnight Scavengers and Graf Rats are both moved to the appropriate zone.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-712-21e\">712.21e<\/span><\/strong> If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-713\"><\/p>\n<h4 id=\"rule-713\">713. Substitute Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-713-1\">713.1<\/a><\/strong>. A substitute card is a game supplement that can be used to represent a double-faced card or meld card. A substitute card has a normal Magic card back.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-713-2\">713.2<\/a><\/strong>. Each substitute card must clearly indicate the name of at least the front face of the card that it represents. Other information from the printed card (e.g. card type, mana cost, and power and toughness) may also be written on the substitute card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-713-2a\">713.2a<\/span><\/strong> Some substitute cards list the names and mana costs of the cards they can represent. Exactly one of the fill-in circles must be marked to denote which card the substitute card represents. This style of substitute card was found in Magic products that released 2011\u20132018.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-713-2b\">713.2b<\/span><\/strong> Some substitute cards represent one specific listed card. This style of substitute card was found in the Core Set 2019 release, and it represents the card Nicol Bolas, the Ravager.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-713-2c\">713.2c<\/span><\/strong> Some substitute cards can represent any modal double-faced card. These substitute cards include the front-face and back-face symbols on the front face of the card. To use one of them, write in the name of each face of the card it represents. This style of substitute card is found in the Zendikar Rising release.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-713-3\">713.3<\/a><\/strong>. If a substitute card is used in a deck, the card it represents is set aside prior to the beginning of the game (see rule <a href=\"#rule-103-2a\">103.2a<\/a>) and must remain available throughout the game. A substitute card can\u2019t be included in a deck unless it is representing a double-faced card or a meld card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-713-4\">713.4<\/a><\/strong>. For all game purposes, the substitute card is considered to be the card it\u2019s representing.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-713-5\">713.5<\/a><\/strong>. If the substitute card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents should be used instead.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-714\"><\/p>\n<h4 id=\"rule-714\">714. Saga Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-714-1\">714.1<\/a><\/strong>. Each Saga card has a striated text box containing a number of chapter symbols. Its illustration is vertically oriented on the right side of the card, and its type line is along the bottom of the card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-714-1a\">714.1a<\/span><\/strong> Saga enchantments that also have the type creature are printed with both a power and toughness box and an additional text box below the type line. Any abilities in that text box are independent of its chapter symbols.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-714-2\">714.2<\/a><\/strong>. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-714-2a\">714.2a<\/span><\/strong> A chapter symbol includes a Roman numeral, indicated here as \u201c{rN}.\u201d The numeral I represents 1, II represents 2, III represents 3, and so on.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-714-2b\">714.2b<\/span><\/strong> \u201c{rN}\u2014[Effect]\u201d means \u201cWhen one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-714-2c\">714.2c<\/span><\/strong> \u201c{rN1}, {rN2}\u2014[Effect]\u201d means the same as \u201c{rN1}\u2014[Effect]\u201d and \u201c{rN2}\u2014[Effect].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-714-2d\">714.2d<\/span><\/strong> A Saga\u2019s final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abilities, its final chapter number is 0.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-714-2e\">714.2e<\/span><\/strong> A Saga\u2019s final chapter ability is the chapter ability which has its final chapter number in its chapter symbol.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-714-3\">714.3<\/a><\/strong>. Sagas use lore counters to track their progress.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-714-3a\">714.3a<\/span><\/strong> As a Saga without the read ahead ability enters the battlefield, its controller puts a lore counter on it. As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga\u2019s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. (See rule <a href=\"#rule-702-155\">702.155<\/a>, \u201cRead Ahead.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-714-3b\">714.3b<\/span><\/strong> As a player\u2019s precombat main phase begins, that player puts a lore counter on each Saga they control with one or more chapter abilities. This turn-based action doesn\u2019t use the stack.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-714-4\">714.4<\/a><\/strong>. If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number, and it isn\u2019t the source of a chapter ability that has triggered but not yet left the stack, that Saga\u2019s controller sacrifices it. This state-based action doesn\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-715\"><\/p>\n<h4 id=\"rule-715\">715. Adventurer Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-715-1\">715.1<\/a><\/strong>. Adventurer cards have a two-part card frame, with a smaller frame inset within their text box.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-715-2\">715.2<\/a><\/strong>. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it\u2019s a spell. The card\u2019s normal characteristics appear as usual, although with a smaller text box on the right.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-715-2a\">715.2a<\/span><\/strong> If an effect refers to a card, spell, or permanent that \u201chas an Adventure,\u201d it refers to an object that has the alternative characteristics of an Adventure spell, even if the object currently doesn\u2019t use them.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-715-2b\">715.2b<\/span><\/strong> The existence and values of these alternative characteristics are part of the object\u2019s copiable values.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-715-2c\">715.2c<\/span><\/strong> Although adventurer cards are printed with multiple sets of characteristics, each adventurer card is only one card. For example, a player who has drawn or discarded an adventurer card has drawn or discarded one card, not two.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-715-3\">715.3<\/a><\/strong>. As a player plays an adventurer card, the player chooses whether they play the card normally or as an Adventure.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-715-3a\">715.3a<\/span><\/strong> When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-715-3b\">715.3b<\/span><\/strong> While on the stack as an Adventure, the spell has only its alternative characteristics.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-715-3c\">715.3c<\/span><\/strong> If an Adventure spell is copied, the copy is also an Adventure. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Adventure spell. Any rule or effect that refers to a spell cast as an Adventure refers to the copy as well.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-715-3d\">715.3d<\/span><\/strong> Instead of putting a spell that was cast as an Adventure into its owner\u2019s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may play it. It can\u2019t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-715-4\">715.4<\/a><\/strong>. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-715-5\">715.5<\/a><\/strong>. If an effect instructs a player to choose a card name and the player wants to choose an adventurer card\u2019s alternative name, the player may do so.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-716\"><\/p>\n<h4 id=\"rule-716\">716. Class Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-716-1\">716.1<\/a><\/strong>. Each Class card has a striated text box containing two class level bars. Its illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-716-2\">716.2<\/a><\/strong>. A class level bar is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-716-2a\">716.2a<\/span><\/strong> \u201c[Cost]: Level N \u2014 [Abilities]\u201d means \u201c[Cost]: This Class\u2019s level becomes N. Activate only if this Class is level N-1 and only as a sorcery\u201d and \u201cAs long as this Class is level N or greater, it has [abilities].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-716-2b\">716.2b<\/span><\/strong> A level is a designation that any permanent can have. A Class retains its level even if it stops being a Class. Levels are not a copiable characteristic.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-716-2c\">716.2c<\/span><\/strong> The phrase \u201cto gain a Class level\u201d means \u201cto activate an ability indicated by a class level bar\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-716-2d\">716.2d<\/span><\/strong> If a rule or effect refers to a permanent\u2019s level and that permanent doesn\u2019t have a level, it is treated as though its level is 1.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-716-3\">716.3<\/a><\/strong>. Any ability printed on a Class card that isn\u2019t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it\u2019s a static ability, it may trigger if it\u2019s a triggered ability, and it can be activated if it\u2019s an activated ability.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-716-4\">716.4<\/a><\/strong>. Some older creature cards, called leveler cards, have level up abilities that add level counters to them. These are not the same as class level abilities. Level counters do not interact with Class cards, and class levels do not interact with leveler cards. See rule <a href=\"#rule-702-87\">702.87<\/a>, \u201cLevel Up,\u201d and rule <a href=\"#rule-711\">711<\/a>, \u201cLeveler Cards.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-717\"><\/p>\n<h4 id=\"rule-717\">717. Attraction Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-717-1\">717.1<\/a><\/strong>. Attraction is an artifact subtype seen only on nontraditional Magic cards. Each Attraction has an \u201cAstrotorium\u201d card back rather than a traditional Magic card back and has a column of circled numbers on the right side of its text box. Numbers in white text on a brightly colored background are said to be \u201clit up\u201d on those cards. Note that multiple Attraction cards with the same English name may have different numbers lit up. You can see each Attraction card\u2019s possible combinations of lights at <a href=\"https:\/\/Gatherer.Wizards.com\" target=\"_blank\">Gatherer.Wizards.com<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-717-2\">717.2<\/a><\/strong>. Attraction cards do not begin the game in a player\u2019s deck and do not count toward maximum or minimum deck sizes. Rather, a player who chooses to play with Attraction cards begins the game with a supplementary Attraction deck that exists in the command zone. Each Attraction deck is shuffled before the game begins (see rule <a href=\"#rule-103-3a\">103.3a<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-717-2a\">717.2a<\/span><\/strong> In constructed play, an Attraction deck must contain at least ten Attraction cards and each card in an Attraction deck must have a different English name.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-717-2b\">717.2b<\/span><\/strong> In limited play, an Attraction deck must contain at least three Attraction cards from that player\u2019s card pool, and may contain multiple Attractions cards with the same English name.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-717-3\">717.3<\/a><\/strong>. Effects can cause an Attraction card to enter the battlefield from the command zone. See rule <a href=\"#rule-701-51\">701.51<\/a>, \u201cOpen an Attraction.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-717-4\">717.4<\/a><\/strong>. As a player\u2019s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attractions. See rules <a href=\"#rule-703-4g\">703.4g<\/a> and <a href=\"#rule-701-52\">701.52<\/a>, \u201cRoll to Visit Your Attractions.\u201d This turn-based action doesn\u2019t use the stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-717-5\">717.5<\/a><\/strong>. Each Attraction card has an ability that begins with the word \u201cVisit\u201d followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule <a href=\"#rule-702-159\">702.159<\/a>, \u201cVisit.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-717-6\">717.6<\/a><\/strong>. If a card with an Astrotorium card back would be put into a zone other than the battlefield, exile, or the command zone from anywhere, instead its owner puts it into the command zone. This replacement effect may apply more than once to the same event. This is an exception to rule <a href=\"#rule-614-5\">614.5<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-717-6a\">717.6a<\/span><\/strong> Each card owned by the same player that has been put in the command zone this way is kept in a single face-up pile separate from any player\u2019s Attraction deck. This pile is informally referred to as that player\u2019s \u201cjunkyard.\u201d The pile is not its own zone.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-718\"><\/p>\n<h4 id=\"rule-718\">718. Prototype Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-718-1\">718.1<\/a><\/strong>. Prototype cards have a two-part frame, with a smaller frame inset below the type line of the card. The inset frame contains the prototype keyword ability as well as a second set of power, toughness, and mana cost characteristics.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-718-2\">718.2<\/a><\/strong>. The mana cost, power, and toughness in the inset frame represent alternative characteristics that the object may have while it is a spell or while it is a permanent on the battlefield. The card\u2019s normal characteristics appear as usual.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-718-2a\">718.2a<\/span><\/strong> The existence and values of these alternative characteristics are part of the object\u2019s copiable values.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-718-3\">718.3<\/a><\/strong>. As a player casts a prototype card, the player chooses whether they cast the card normally or cast it as a prototyped spell using the prototype keyword ability (see rule <a href=\"#rule-702-160\">702.160<\/a>, \u201cPrototype\u201d).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-718-3a\">718.3a<\/span><\/strong> While casting a prototyped spell, use only its alternative power, toughness, and mana cost when evaluating those characteristics to see if it can be cast.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-718-3b\">718.3b<\/span><\/strong> Both a prototyped spell and the permanent it becomes have only its alternative set of power, toughness, and mana cost characteristics. If that mana cost includes one or more colored mana symbols, the spell and the permanent it becomes are also that color or colors (see rule <a href=\"#rule-105-2\">105.2<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-718-3c\">718.3c<\/span><\/strong> If a prototyped spell is copied, the copy is also a prototyped spell. It has the alternative power, toughness, and mana cost characteristics of the spell and not the normal power, toughness, and mana cost characteristics of the card that represents the prototyped spell. Any rule or effect that refers to a prototyped spell refers to the copy as well.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-718-3d\">718.3d<\/span><\/strong> If a permanent that was a prototyped spell is copied, the copy has the alternative power, toughness, and mana cost characteristics of the permanent and not the normal power and toughness characteristics of the card that represents that permanent. Any rule or effect that refers to a permanent that was a prototyped spell refers to the copy as well.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-718-4\">718.4<\/a><\/strong>. In every zone except the stack or the battlefield, and while on the stack or the battlefield when not cast as a prototyped spell, a prototype card has only its normal characteristics.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-718-5\">718.5<\/a><\/strong>. A prototype card\u2019s characteristics other than its power, toughness, and mana cost (and other than color) remain the same whether it was cast as a prototyped spell or cast normally.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-719\"><\/p>\n<h4 id=\"rule-719\">719. Case Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-719-1\">719.1<\/a><\/strong>. Each Case card\u2019s illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-719-2\">719.2<\/a><\/strong>. The Case frame has no additional rules meaning.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-719-3\">719.3<\/a><\/strong>. Case cards have two special keyword abilities that appear before a long dash and represent a triggered ability and an ability that may be static, triggered, or activated.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-719-3a\">719.3a<\/span><\/strong> \u201cTo solve \u2014 [Condition]\u201d means \u201cAt the beginning of your end step, if [condition] and this Case is not solved, this Case becomes solved.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-719-3b\">719.3b<\/span><\/strong> Solved is a designation a permanent can have. It has no rules meaning other than to act as a marker that spells and abilities can identify. Once a permanent becomes solved, it stays solved until it leaves the battlefield. The solved designation is neither an ability nor part of the permanent\u2019s copiable values.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-719-3c\">719.3c<\/span><\/strong> If a Case has the solved designation, \u201cSolved \u2014 [Ability text]\u201d is an ability that may affect the game if it\u2019s a static ability, it may trigger if it\u2019s a triggered ability, and it can be activated if it\u2019s an activated ability. See rule <a href=\"#rule-702-169\">702.169<\/a>, \u201cSolved.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-720\"><\/p>\n<h4 id=\"rule-720\">720. Omen Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-720-1\">720.1<\/a><\/strong>. Omen cards have a two-part card frame, with a smaller frame inset within their text box.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-720-2\">720.2<\/a><\/strong>. The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it\u2019s a spell. The card\u2019s normal characteristics appear as usual, although with a smaller text box on the right.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-720-2a\">720.2a<\/span><\/strong> If an effect refers to a card, spell, or permanent that \u201chas an Omen,\u201d it refers to an object that has the alternative characteristics of an Omen spell, even if the object currently doesn\u2019t use them.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-720-2b\">720.2b<\/span><\/strong> The existence and values of these alternative characteristics are part of the object\u2019s copiable values.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-720-2c\">720.2c<\/span><\/strong> Although omen cards are printed with multiple sets of characteristics, each omen card is only one card. For example, a player who has drawn or discarded an omen card has drawn or discarded one card, not two.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-720-3\">720.3<\/a><\/strong>. As a player casts an omen card, the player chooses whether they cast the card normally or as an Omen.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-720-3a\">720.3a<\/span><\/strong> When casting an omen card as an Omen, only the alternative characteristics are evaluated to see if it can be cast.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-720-3b\">720.3b<\/span><\/strong> While on the stack as an Omen, the spell has only its alternative characteristics.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-720-3c\">720.3c<\/span><\/strong> If an Omen spell is copied, the copy is also an Omen. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Omen spell. Any rule or effect that refers to a spell cast as an Omen refers to the copy as well.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-720-3d\">720.3d<\/span><\/strong> As an Omen spell resolves, its controller shuffles it into its owner\u2019s library instead of putting it into its owner\u2019s graveyard as it resolves.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-720-4\">720.4<\/a><\/strong>. In every zone except the stack, and while on the stack not as an Omen, an omen card has only its normal characteristics.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-720-5\">720.5<\/a><\/strong>. If an effect instructs a player to choose a card name and the player wants to choose an omen card\u2019s alternative name, the player may do so.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-721\"><\/p>\n<h4 id=\"rule-721\">721. Station Cards<\/h4>\n<p><\/strong><strong><span id=\"rule-721-1\">721.1<\/a><\/strong>. Each station card has a striated text box and may have one or more power\/toughness boxes. The text box of a station card contains one or two station symbols. Station cards also usually have the station keyword ability (see rule <a href=\"#rule-702-184\">702.184<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-721-2\">721.2<\/a><\/strong>. A station symbol represents a static ability. The station symbol includes a single number followed by a plus sign, indicated here as \u201c{N&#043;}.\u201d Any abilities printed within the same text box striation as a station symbol are part of its static ability. The same is true of any power and toughness boxes printed within that striation, indicated here as [P\/T].<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-721-2a\">721.2a<\/span><\/strong> \u201c{N&#043;}[abilities]\u201d means \u201cAs long as this permanent has N or more charge counters on it, it has [abilities].\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-721-2b\">721.2b<\/span><\/strong> \u201c{N&#043;}[abilities][P\/T]\u201d means \u201cAs long as this permanent has N or more charge counters on it, it has [abilities] and is a creature with base power and toughness [P\/T] in addition to its other types.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-721-2c\">721.2c<\/span><\/strong> While in any zone other than the battlefield, station cards do not have power or toughness.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-721-3\">721.3<\/a><\/strong>. The text box striations have no game significance other than clearly demarcating which abilities and which power\/toughness box are associated with which station symbol. Station cards each contain only one text box.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-721-4\">721.4<\/a><\/strong>. Any ability a station card has that isn\u2019t preceded by a station symbol is treated normally. In particular, each station card has its station ability (see rule <a href=\"#rule-702-184\">702.184<\/a>) at all times. That ability may be activated regardless of how many charge counters are on it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-722\"><\/p>\n<h4 id=\"rule-722\">722. Controlling Another Player<\/h4>\n<p><\/strong><strong><span id=\"rule-722-1\">722.1<\/a><\/strong>. Some cards allow a player to control another player during that player\u2019s next turn. This effect applies to the next turn that the affected player actually takes. The affected player is controlled during the entire turn; the effect doesn\u2019t end until the beginning of the next turn.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-722-1a\">722.1a<\/span><\/strong> Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-722-1b\">722.1b<\/span><\/strong> If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-722-2\">722.2<\/a><\/strong>. Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-722-3\">722.3<\/a><\/strong>. Only control of the player changes. All objects are controlled by their normal controllers. A player who\u2019s being controlled during their turn is still the active player.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-722-4\">722.4<\/a><\/strong>. If information about an object in the game would be visible to the player being controlled, it\u2019s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it\u2019s visible only to that player, not the controller of the player.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The controller of a player can see that player\u2019s hand and the face of any face-down creatures they control.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-722-5\">722.5<\/a><\/strong>. While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or is told to make by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The controller of another player decides which spells that player casts and what those spells target, and makes any required decisions when those spells resolve.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The controller of another player decides which of that player\u2019s creatures attack, which player or planeswalker each one attacks, and how those attacking creatures assign their combat damage.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-722-5a\">722.5a<\/span><\/strong> The controller of another player can use only that player\u2019s resources (cards, mana, and so on) to pay costs for that player.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If the controller of a player decides that the controlled player will cast a spell with an additional cost of discarding cards, the cards are discarded from the controlled player\u2019s hand.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-722-5b\">722.5b<\/span><\/strong> The controller of another player can\u2019t make choices or decisions for that player that aren\u2019t called for by the rules or by any objects. The controller also can\u2019t make any choices or decisions for the player that would be called for by the tournament rules.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The player who\u2019s being controlled still decides if they will leave to visit the restroom, trade a card to someone else, agree to an intentional draw, or call a judge about an error or infraction.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-722-6\">722.6<\/a><\/strong>. The controller of another player can\u2019t make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule <a href=\"#rule-104-3a\">104.3a<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-722-7\">722.7<\/a><\/strong>. The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to take or specify actions that the controlled player must take.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-722-8\">722.8<\/a><\/strong>. A player who controls another player also continues to make their own choices and decisions.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-722-9\">722.9<\/a><\/strong>. An effect may give a player control of themselves. That player will make their own decisions and choices as normal.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-723\"><\/p>\n<h4 id=\"rule-723\">723. Ending Turns and Phases<\/h4>\n<p><\/strong><strong><span id=\"rule-723-1\">723.1<\/a><\/strong>. Some cards end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule <a href=\"#rule-608\">608<\/a>, \u201cResolving Spells and Abilities\u201d).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-1a\">723.1a<\/span><\/strong> If there are any triggered abilities that triggered before this process began but haven\u2019t been put onto the stack yet, those abilities cease to exist. They won\u2019t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule <a href=\"#rule-723-1f\">723.1f<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-1b\">723.1b<\/span><\/strong> Exile every object on the stack, including the object that\u2019s resolving. All objects not on the battlefield or in the command zone that aren\u2019t represented by cards will cease to exist the next time state-based actions are checked (see rule <a href=\"#rule-704\">704<\/a>, \u201cState-Based Actions\u201d).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-1c\">723.1c<\/span><\/strong> Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-1d\">723.1d<\/span><\/strong> The current phase and\/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. The game skips straight to the cleanup step; skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-1e\">723.1e<\/span><\/strong> Even though the turn ends, \u201cat the beginning of the end step\u201d triggered abilities don\u2019t trigger because the end step is skipped.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-1f\">723.1f<\/span><\/strong> No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule <a href=\"#rule-514\">514<\/a>, \u201cCleanup Step.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-723-2\">723.2<\/a><\/strong>. One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule <a href=\"#rule-608\">608<\/a>, \u201cResolving Spells and Abilities\u201d).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-2a\">723.2a<\/span><\/strong> If there are any triggered abilities that triggered before this process began but haven\u2019t been put onto the stack yet, those abilities cease to exist. They won\u2019t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule <a href=\"#rule-723-2f\">723.2f<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-2b\">723.2b<\/span><\/strong> Exile every object on the stack, including the object that\u2019s resolving. All objects not on the battlefield or in the command zone that aren\u2019t represented by cards will cease to exist the next time state-based actions are checked (see rule <a href=\"#rule-704\">704<\/a>, \u201cState-Based Actions\u201d).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-2c\">723.2c<\/span><\/strong> Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-2d\">723.2d<\/span><\/strong> The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last \u201cuntil end of combat\u201d expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-2e\">723.2e<\/span><\/strong> Even though the combat phase ends, \u201cat end of combat\u201d triggered abilities don\u2019t trigger because the end of combat step is skipped.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-2f\">723.2f<\/span><\/strong> No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the following phase, then the active player gets priority and players can cast spells and activate abilities.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-723-2g\">723.2g<\/span><\/strong> If an effect attempts to end the combat phase at any time that\u2019s not a combat phase, nothing happens.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-724\"><\/p>\n<h4 id=\"rule-724\">724. The Monarch<\/h4>\n<p><\/strong><strong><span id=\"rule-724-1\">724.1<\/a><\/strong>. The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-724-2\">724.2<\/a><\/strong>. There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule <a href=\"#rule-113-8\">113.8<\/a>. The full texts of these abilities are \u201cAt the beginning of the monarch\u2019s end step, that player draws a card\u201d and \u201cWhenever a creature deals combat damage to the monarch, its controller becomes the monarch.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-724-3\">724.3<\/a><\/strong>. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-724-4\">724.4<\/a><\/strong>. If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order who can become the monarch becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-724-5\">724.5<\/a><\/strong>. If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule <a href=\"#rule-613\">613<\/a>, \u201cContinuous Effects.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-725\"><\/p>\n<h4 id=\"rule-725\">725. The Initiative<\/h4>\n<p><\/strong><strong><span id=\"rule-725-1\">725.1<\/a><\/strong>. The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-725-2\">725.2<\/a><\/strong>. There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule <a href=\"#rule-113-8\">113.8<\/a>. The full text of these abilities are \u201cAt the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,\u201d \u201cWhenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,\u201d and \u201cWhenever a player takes the initiative, that player ventures into Undercity.\u201d See rule <a href=\"#rule-701-49\">701.49<\/a>, \u201cVenture into the Dungeon.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-725-3\">725.3<\/a><\/strong>. Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-725-4\">725.4<\/a><\/strong>. If the player who has the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-725-5\">725.5<\/a><\/strong>. If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in <a href=\"#rule-725-2\">725.2<\/a> to trigger but does not create a second initiative designation.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-726\"><\/p>\n<h4 id=\"rule-726\">726. Restarting the Game<\/h4>\n<p><\/strong><strong><span id=\"rule-726-1\">726.1<\/a><\/strong>. One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule <a href=\"#rule-103\">103<\/a>, \u201cStarting the Game,\u201d with the following exception:<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-726-1a\">726.1a<\/span><\/strong> The starting player in the new game is the player who controlled the spell or ability that restarted the game.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-726-2\">726.2<\/a><\/strong>. All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn\u2019t change, regardless of their location when the new game begins.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player\u2019s library when the new game begins.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-726-3\">726.3<\/a><\/strong>. Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule <a href=\"#rule-704\">704<\/a>, \u201cState-Based Actions.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-726-4\">726.4<\/a><\/strong>. The effect that restarts the game finishes resolving just before the first turn\u2019s untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn\u2019s upkeep step.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-726-5\">726.5<\/a><\/strong>. Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner\u2019s deck as the new game begins.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-726-5a\">726.5a<\/span><\/strong> In a Commander game, a commander that has been exempted from the procedure that restarts the game won\u2019t begin the new game in the command zone. However, it remains that deck\u2019s commander for the new game. See rule <a href=\"#rule-903\">903<\/a>, \u201cCommander.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-726-6\">726.6<\/a><\/strong>. If a Magic subgame (see rule <a href=\"#rule-728\">728<\/a>) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-726-7\">726.7<\/a><\/strong>. If a multiplayer game using the limited range of influence option (see rule <a href=\"#rule-801\">801<\/a>) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-727\"><\/p>\n<h4 id=\"rule-727\">727. Rad Counters<\/h4>\n<p><\/strong><strong><span id=\"rule-727-1\">727.1<\/a><\/strong>. Rad counters are a kind of counter a player can have (see rule <a href=\"#rule-122\">122<\/a>, \u201cCounters\u201d). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule <a href=\"#rule-113-8\">113.8<\/a>. The full text of this ability is \u201cAt the beginning of each player\u2019s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-727-1a\">727.1a<\/span><\/strong> A card that refers to life loss \u201cfrom radiation\u201d refers to life lost as a result of the triggered ability associated with rad counters.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-728\"><\/p>\n<h4 id=\"rule-728\">728. Subgames<\/h4>\n<p><\/strong><strong><span id=\"rule-728-1\">728.1<\/a><\/strong>. One card (Shahrazad) allows players to play a Magic subgame.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-728-1a\">728.1a<\/span><\/strong> A \u201csubgame\u201d is a completely separate Magic game created by an effect. Essentially, it\u2019s a game within a game. The \u201cmain game\u201d is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-728-1b\">728.1b<\/span><\/strong> No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-728-2\">728.2<\/a><\/strong>. As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules <a href=\"#rule-728-2a\">728.2a\u2013c<\/a>. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule <a href=\"#rule-103\">103<\/a>, \u201cStarting the Game.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-728-2a\">728.2a<\/span><\/strong> As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-728-2b\">728.2b<\/span><\/strong> As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-728-2c\">728.2c<\/span><\/strong> As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it\u2019s there) to the subgame command zone.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-728-3\">728.3<\/a><\/strong>. Because each player draws seven cards when a game begins, any player with fewer than seven cards in their deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule <a href=\"#rule-704\">704<\/a>, \u201cState-Based Actions.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-728-4\">728.4<\/a><\/strong>. All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-728-4a\">728.4a<\/span><\/strong> Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won\u2019t be put onto the stack until the main game resumes.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-728-4b\">728.4b<\/span><\/strong> A player\u2019s main-game counters aren\u2019t considered part of the subgame, although the player will still have them when the main game resumes. Similarly, any counters a player gets during a subgame will cease to exist when the subgame ends.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-728-5\">728.5<\/a><\/strong>. At the end of a subgame, each player takes all traditional cards they own that are in the subgame other than those in the subgame command zone, puts them into their main-game library, then shuffles them. This includes cards in the subgame\u2019s exile zone and cards that represent phased-out permanents as the subgame ends. Except as specified in rules <a href=\"#rule-728-5a\">728.5a\u2013c<\/a>, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that\u2019s no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner\u2019s main-game library when the subgame ends.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-728-5a\">728.5a<\/span><\/strong> At the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary deck is turned face down and put on the bottom of that deck. Then each player moves each of their supplementary decks from the subgame command zone to the main-game command zone and shuffles it.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-728-5b\">728.5b<\/span><\/strong> At the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule <a href=\"#rule-313-2\">313.2<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-728-5c\">728.5c<\/span><\/strong> At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it\u2019s there) to the main-game command zone.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-728-6\">728.6<\/a><\/strong>. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-729\"><\/p>\n<h4 id=\"rule-729\">729. Merging with Permanents<\/h4>\n<p><\/strong><strong><span id=\"rule-729-1\">729.1<\/a><\/strong>. One keyword causes an object to merge with a permanent. See rule <a href=\"#rule-702-140\">702.140<\/a>, \u201cMutate.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-729-2\">729.2<\/a><\/strong>. To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merged permanent represented by the card or copy that represented that object in addition to any other components that were representing it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-2a\">729.2a<\/span><\/strong> A merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that caused them to merge. This is a copiable effect whose timestamp is the time the objects merged. (See rule <a href=\"#rule-613-2\">613.2<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-2b\">729.2b<\/span><\/strong> As an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefield, but the resulting permanent isn\u2019t considered to have just entered the battlefield.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-2c\">729.2c<\/span><\/strong> Because a merged permanent is the same object that it was before, it hasn\u2019t just come under a player\u2019s control, any continuous effects that affected it continue to do so, and so on.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-2d\">729.2d<\/span><\/strong> If a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-2e\">729.2e<\/span><\/strong> If a merged permanent contains face-up and face-down components, the permanent\u2019s status is determined by its topmost component. If a face-down permanent becomes a face-up permanent as a result of an object merging with it, other effects don\u2019t count it as being turned face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-2f\">729.2f<\/span><\/strong> If a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down merged permanent is turned face up, each face-down component that represents it is turned face up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-2g\">729.2g<\/span><\/strong> A face-down merged permanent that contains an instant or sorcery card can\u2019t be turned face up. If such a permanent would turn face up, its controller reveals it and leaves it face down. Abilities that trigger when a permanent is turned face up won\u2019t trigger.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-2h\">729.2h<\/span><\/strong> If a merged permanent contains a flip card (see rule <a href=\"#rule-710\">710<\/a>), that component\u2019s alternative characteristics are used instead of its normal characteristics if the merged permanent is flipped.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-2i\">729.2i<\/span><\/strong> A merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged permanent contains one or more double-faced components that can transform (see rule <a href=\"#rule-712\">712<\/a>), transforming or converting that permanent causes each of those double-faced components to turn so that its other face is up.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-2j\">729.2j<\/span><\/strong> A face-up merged permanent that contains a double-faced component can\u2019t be turned face down.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-729-3\">729.3<\/a><\/strong>. If a merged permanent leaves the battlefield, one permanent leaves the battlefield and each of the individual components are put into the appropriate zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-3a\">729.3a<\/span><\/strong> If a merged permanent is put into its owner\u2019s graveyard or library, that player may arrange the new objects in any order. If it\u2019s put into its owner\u2019s library, that player doesn\u2019t reveal the order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-3b\">729.3b<\/span><\/strong> If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule <a href=\"#rule-613-7m\">613.7m<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-3c\">729.3c<\/span><\/strong> If an effect can find the new object that a merged permanent becomes as it leaves the battlefield, it finds all of those objects. (See rule <a href=\"#rule-400-7\">400.7<\/a>.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-3d\">729.3d<\/span><\/strong> If multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to the object applies it to all components of the object. If the merged permanent is a commander, it may be exempt from this rule; see rules <a href=\"#rule-903-9b\">903.9b\u2013c<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-729-3e\">729.3e<\/span><\/strong> If a replacement effect applies to a \u201ccard\u201d being put into a zone without also including tokens, that effect applies to all components of the merged permanent if it\u2019s not a token, including components that are tokens. If the merged permanent is a token but some of its components are cards, the merged permanent and its token components are put into the appropriate zone, and the components that are cards are moved by the replacement effect.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-730\"><\/p>\n<h4 id=\"rule-730\">730. Day and Night<\/h4>\n<p><\/strong><strong><span id=\"rule-730-1\">730.1<\/a><\/strong>. Day and night are designations that the game itself can have. The game starts with neither designation. \u201cIt becomes day\u201d and \u201cit becomes night\u201d refer to the game gaining the day or night designation. It can become day or night through the daybound and nightbound keyword abilities (see rule <a href=\"#rule-702-145\">702.145<\/a>). Other effects can also make it day or night. Once it has become day or night, the game will have exactly one of those designations from that point forward.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-730-1a\">730.1a<\/span><\/strong> The phrases \u201cday becomes night\u201d and \u201cnight becomes day\u201d refer to the game losing the first designation and gaining the second one.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-730-2\">730.2<\/a><\/strong>. As the second part of the untap step, the game checks the previous turn to see if the game\u2019s day\/night designation should change. See rule <a href=\"#rule-502\">502<\/a>, \u201cUntap Step.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-730-2a\">730.2a<\/span><\/strong> If it\u2019s day and the previous turn\u2019s active player didn\u2019t cast any spells during that turn, it becomes night. Multiplayer games using the shared team turns option (see rule <a href=\"#rule-805\">805<\/a>) use a modified rule: if it\u2019s day and no player from the previous turn\u2019s active team cast a spell during that turn, it becomes night.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-730-2b\">730.2b<\/span><\/strong> If it\u2019s night, and previous turn\u2019s active player cast two or more spells during the previous turn, it becomes day. Multiplayer games using the shared team turns option (see rule <a href=\"#rule-805\">805<\/a>) use a modified rule: if it\u2019s night and any player from the previous turn\u2019s active team cast two or more spells during that turn, it becomes day.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-730-2c\">730.2c<\/span><\/strong> If it\u2019s neither day nor night, this check doesn\u2019t happen and it remains neither.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-731\"><\/p>\n<h4 id=\"rule-731\">731. Taking Shortcuts<\/h4>\n<p><\/strong><strong><span id=\"rule-731-1\">731.1<\/a><\/strong>. When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-731-1a\">731.1a<\/span><\/strong> The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-731-1b\">731.1b<\/span><\/strong> Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a \u201cloop\u201d). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-731-1c\">731.1c<\/span><\/strong> Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at <a href=\"https:\/\/WPN.wizards.com\/en\/rules-documents\" target=\"_blank\">WPN.wizards.com\/en\/rules-documents<\/a>). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-731-2\">731.2<\/a><\/strong>. Taking a shortcut follows the following procedure.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-731-2a\">731.2a<\/span><\/strong> At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can\u2019t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls a creature enchanted by Presence of Gond, which grants the creature the ability \u201c{T}: Create a 1\/1 green Elf Warrior creature token,\u201d and another player controls Intruder Alarm, which reads, in part, \u201cWhenever a creature enters, untap all creatures.\u201d When the player has priority, they may suggest \u201cI\u2019ll create a million tokens,\u201d indicating the sequence of activating the creature\u2019s ability, all players passing priority, letting the creature\u2019s ability resolve and create a token (which causes Intruder Alarm\u2019s ability to trigger), Intruder Alarm\u2019s controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm\u2019s triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence <a href=\"#rule-999\">999<\/a>,<a href=\"#rule-999\">999<\/a> more times, ending just after the last token-creating ability resolves.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-731-2b\">731.2b<\/span><\/strong> Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where they will make a game choice that\u2019s different than what\u2019s been proposed. (The player doesn\u2019t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The active player draws a card during her draw step, then says, \u201cGo.\u201d The nonactive player is holding Into the Fray (an instant that says \u201cTarget creature attacks this turn if able\u201d) and says, \u201cI\u2019d like to cast a spell during your beginning of combat step.\u201d The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-731-2c\">731.2c<\/span><\/strong> Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-731-3\">731.3<\/a><\/strong>. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a two-player game, the active player controls a creature with the ability \u201c{0}: This creature gains flying,\u201d the nonactive player controls a permanent with the ability \u201c{0}: Target creature loses flying,\u201d and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature\u2019s ability, it resolves, then the nonactive player activates her permanent\u2019s ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature\u2019s ability again). The creature doesn\u2019t have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent\u2019s ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-731-4\">731.4<\/a><\/strong>. If a loop contains only mandatory actions, the game is a draw. (See rules <a href=\"#rule-104-4b\">104.4b<\/a> and <a href=\"#rule-104-4f\">104.4f<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-731-5\">731.5<\/a><\/strong>. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A player controls Seal of Cleansing, an enchantment that reads, \u201cSacrifice Seal of Cleansing: Destroy target artifact or enchantment.\u201d A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-731-6\">731.6<\/a><\/strong>. If a loop contains an effect that says \u201c[A] unless [B],\u201d where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-732\"><\/p>\n<h4 id=\"rule-732\">732. Handling Illegal Actions<\/h4>\n<p><\/strong><strong><span id=\"rule-732-1\">732.1<\/a><\/strong>. If a player takes an illegal action or starts to take an action but can\u2019t legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger was spent on another mana ability that wasn\u2019t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-732-2\">732.2<\/a><\/strong>. 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.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<h3 id=\"section-8\">8. Multiplayer Rules<\/h3>\n<p><strong><span id=\"rule-800\"><\/p>\n<h4 id=\"rule-800\">800. General<\/h4>\n<p><\/strong><strong><span id=\"rule-800-1\">800.1<\/a><\/strong>. A multiplayer game is a game that begins with more than two players. This section contains additional optional rules that can be used for multiplayer play.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-800-2\">800.2<\/a><\/strong>. These rules consist of a series of options that can be added to a multiplayer game and a number of variant styles of multiplayer play. A single game may use multiple options but only one variant.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-800-3\">800.3<\/a><\/strong>. Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at <a href=\"https:\/\/WPN.wizards.com\/en\/rules-documents\" target=\"_blank\">WPN.wizards.com\/en\/rules-documents<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-800-4\">800.4<\/a><\/strong>. Unlike two-player games, multiplayer games can continue after one or more players have left the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4a\">800.4a<\/span><\/strong> When a player leaves the game, all objects (see rule <a href=\"#rule-109\">109<\/a>) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time they left, priority passes to the next player in turn order who\u2019s still in the game.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Alex casts Mind Control, an Aura that reads, \u201cYou control enchanted creature,\u201d on Bianca\u2019s Assault Griffin. If Alex leaves the game, so does Mind Control, and Assault Griffin reverts to Bianca\u2019s control. If, instead, Bianca leaves the game, so does Assault Griffin, and Mind Control is put into Alex\u2019s graveyard.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Alex casts Act of Treason, which reads, in part, \u201cGain control of target creature until end of turn,\u201d targeting Bianca\u2019s Runeclaw Bears. If Alex leaves the game, Act of Treason\u2019s change-of-control effect ends and Runeclaw Bears reverts to Bianca\u2019s control.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Alex casts Bribery, which reads, \u201cSearch target opponent\u2019s library for a creature card and put that card onto the battlefield under your control. Then that player shuffles their library,\u201d targeting Bianca. Alex puts Serra Angel onto the battlefield from Bianca\u2019s library. If Bianca leaves the game, Serra Angel also leaves the game. If, instead, Alex leaves the game, Serra Angel is exiled.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Alex controls Genesis Chamber, which reads, \u201cWhenever a nontoken creature enters, if Genesis Chamber is untapped, that creature\u2019s controller creates a 1\/1 colorless Myr artifact creature token.\u201d If Alex leaves the game, all such Myr tokens that entered the battlefield under Alex\u2019s control leave the game, and all such Myr tokens that entered the battlefield under any other player\u2019s control remain in the game.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4b\">800.4b<\/span><\/strong> If an object would change to the control of a player who has left the game, it doesn\u2019t. If a token would be created under the control of a player who has left the game, no token is created. If an object would be put onto the battlefield or onto the stack under the control of a player who has left the game, that object remains in its current zone. If a player would be controlled by a player who has left the game, they aren\u2019t.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4c\">800.4c<\/span><\/strong> If an effect that gives a player still in the game control of an object ends, there is no other effect giving control of that object to another player in the game, and the player who controlled that object by default has left the game, the object is exiled. This is not a state-based action. It happens as soon as the control-changing effect ends.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4d\">800.4d<\/span><\/strong> If an object that would be owned by a player who has left the game would be created in any zone, it isn\u2019t created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn\u2019t put on the stack.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Astral Slide is an enchantment that reads, \u201cWhenever a player cycles a card, you may exile target creature. If you do, return that creature to the battlefield under its owner\u2019s control at the beginning of the next end step.\u201d During Alex\u2019s turn, Bianca uses Astral Slide\u2019s ability to exile Alex\u2019s Hypnotic Specter. Before the end of that turn, Bianca leaves the game. At the beginning of the end step, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to the battlefield triggers, but it isn\u2019t put on the stack. Hypnotic Specter never returns to the battlefield.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4e\">800.4e<\/span><\/strong> If combat damage would be assigned to a player who has left the game, that damage isn\u2019t assigned.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4f\">800.4f<\/span><\/strong> If an object requires a player who has left the game to pay a cost or choose whether to pay a cost, that cost is not paid.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4g\">800.4g<\/span><\/strong> If an object requires a player who has left the game to make a choice other than whether to pay a cost, the controller of the object chooses another player to make that choice. If the original choice was to be made by an opponent of the controller of the object, that player chooses another opponent if possible.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4h\">800.4h<\/span><\/strong> If a rule requires a player who has left the game to make a choice, the next player in turn order makes that choice.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4i\">800.4i<\/span><\/strong> If an effect requires information about a specific player, the effect uses the current information about that player if they are still in the game; otherwise, the effect uses the last known information about that player before they left the game. If an effect requires information from the game about actions players have taken, the effect can find actions that were taken by a player who has left the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4j\">800.4j<\/span><\/strong> If a player leaves the game during their turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4k\">800.4k<\/span><\/strong> If a player who has left the game would begin a turn, that turn doesn\u2019t begin.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4m\">800.4m<\/span><\/strong> When a player leaves the game, any continuous effects with durations that last until that player\u2019s next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4n\">800.4n<\/span><\/strong> When a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule <a href=\"#rule-800-4a\">800.4a<\/a>. See rule <a href=\"#rule-407\">407<\/a>, \u201cAnte.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-800-4p\">800.4p<\/span><\/strong> In a Planechase game, if the player designated as the planar controller would leave the game, instead the next player in turn order that wouldn\u2019t leave the game becomes the planar controller, then the old planar controller leaves the game. See rule <a href=\"#rule-311-5\">311.5<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-800-5\">800.5<\/a><\/strong>. Unless a chosen variant or option prescribes otherwise, seating order is determined by any mutually agreeable method. For example, players could agree to remain where they were before the game began, roll dice to determine seating order, and so on.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-800-6\">800.6<\/a><\/strong>. In a multiplayer game, the first mulligan a player takes doesn\u2019t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-800-7\">800.7<\/a><\/strong>. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn\u2019t skip the draw step of their first turn. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule <a href=\"#rule-103-8\">103.8<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801\"><\/p>\n<h4 id=\"rule-801\">801. Limited Range of Influence Option<\/h4>\n<p><\/strong><strong><span id=\"rule-801-1\">801.1<\/a><\/strong>. Limited range of influence is an option that can be applied to most multiplayer games. It\u2019s always used in the Emperor variant (see rule <a href=\"#rule-809\">809<\/a>), and it\u2019s often used for games involving five or more players.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-2\">801.2<\/a><\/strong>. A player\u2019s range of influence is the maximum distance from that player, measured in player seats, that the player can affect. Players within that many seats of the player are within that player\u2019s range of influence. Objects controlled by players within a player\u2019s range of influence are also within that player\u2019s range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, making choices, and winning the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-801-2a\">801.2a<\/span><\/strong> The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A range of influence of 1 means that only you and the players seated directly next to you are within your range of influence.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A range of influence of 2 means that you and the two players to your left and the two players to your right are within your range of influence.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-801-2b\">801.2b<\/span><\/strong> A player is always within their own range of influence.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-801-2c\">801.2c<\/span><\/strong> The particular players within each player\u2019s range of influence are determined as each turn begins.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a game with a range of influence of 1, Alex is seated to the left of Rob, and Carissa is seated to the right of Rob. Carissa is not in Alex\u2019s range of influence. If Rob leaves the game, Carissa will enter Alex\u2019s range of influence at the start of the next turn.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-801-2d\">801.2d<\/span><\/strong> An object is within a player\u2019s range of influence if it\u2019s controlled by that player or by another player within that many seats of that player. In addition, a battle is within a player\u2019s range of influence if it\u2019s protected by that player or by another player within that many seats of that player.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-801-3\">801.3<\/a><\/strong>. Creatures can attack only opponents within their controller\u2019s range of influence, planeswalkers controlled by those opponents, and battles protected by those opponents. If no opponents are within a player\u2019s range of influence, creatures that player controls can\u2019t attack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-4\">801.4<\/a><\/strong>. Objects and players outside a player\u2019s range of influence can\u2019t be the targets of spells or abilities that player controls.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-5\">801.5<\/a><\/strong>. Some cards require players to make choices. These cards work differently when the limited range of influence option is used.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-801-5a\">801.5a<\/span><\/strong> If a player is asked to choose an object or player, they must choose one within their range of influence.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a game with a range of influence of 1, Alex is seated to the left of Rob. Alex activates the ability of Cuombajj Witches, which reads, \u201c{T}: Cuombajj Witches deals 1 damage to any target and 1 damage to any target of an opponent\u2019s choice,\u201d targeting Rob and choosing Rob as the opponent who picks the other target. Rob must choose a target that\u2019s in both his range of influence and in the range of influence of the controller of Cuombajj Witches. He must therefore choose himself, Alex, or a creature controlled by either himself or Alex.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-801-5b\">801.5b<\/span><\/strong> If a player is asked to choose between one or more options (and not between one or more objects or players), they can choose between those options even if those options refer to objects or players outside the player\u2019s range of influence.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Alex, who has a range of influence of 2, is seated to the left of Rob, and Carissa, who has a range of influence of 1, is seated to the right of Rob. Alex casts a spell that reads, \u201cAn opponent chooses one \u2014 You draw two cards; or each creature you control gets &#043;2\/&#043;2 until end of turn,\u201d and chooses Carissa to make that choice. Carissa can choose the mode even though Alex is out of her range.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-801-5c\">801.5c<\/span><\/strong> If an effect requires a choice and there\u2019s no player who can make that choice within its controller\u2019s range of influence, the closest appropriate player to its controller\u2019s left makes that choice.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In an Emperor game in which all players have range of influence 1, an emperor casts Fact or Fiction, which reads, \u201cReveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.\u201d Since no opponent is within the emperor\u2019s range of influence, the nearest opponent to the emperor\u2019s left separates the cards into piles.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-801-6\">801.6<\/a><\/strong>. A player can\u2019t activate the activated abilities of an object outside of their range of influence.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-7\">801.7<\/a><\/strong>. A triggered ability doesn\u2019t trigger unless its trigger event happens entirely within the range of influence of its source\u2019s controller.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a game in which all players have range of influence 1, Alex is seated to the left of Rob. Rob controls two Auras attached to Alex\u2019s Runeclaw Bear: One with the trigger condition \u201cWhenever enchanted creature becomes blocked,\u201d and one with the trigger condition \u201cWhenever enchanted creature becomes blocked by a creature.\u201d Alex\u2019s Runeclaw Bear attacks the player to Alex\u2019s left and becomes blocked. The ability of Rob\u2019s first Aura triggers because the entire event (Runeclaw Bear becomes blocked) happens within Rob\u2019s range of influence. The ability of Rob\u2019s second Aura doesn\u2019t trigger, however, because that event includes the blocking creature, which is out of Rob\u2019s range.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-801-7a\">801.7a<\/span><\/strong> If a trigger event includes an object moving out of or into a player\u2019s range of influence, use the game state before or after the event as appropriate to determine whether the triggered ability will trigger. See rules <a href=\"#rule-603-6\">603.6<\/a> and <a href=\"#rule-603-10\">603.10<\/a>.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Carissa and Alex are outside each other\u2019s range of influence. Carissa controls a Runeclaw Bear owned by Alex and they each control an Extractor Demon, a creature which reads, in part, \u201cWhenever another creature leaves the battlefield, you may have target player mill two cards.\u201d The Runeclaw Bear is destroyed and is put into Alex\u2019s graveyard. The ability of Alex\u2019s Extractor Demon doesn\u2019t trigger because the leaves-the-battlefield event was outside Alex\u2019s range of influence. The ability of Carissa\u2019s Extractor Demon does trigger, even though the creature is going to a graveyard outside her range, because the leaves-the-battlefield event was within her range.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-801-8\">801.8<\/a><\/strong>. An Aura can\u2019t enchant an object or player outside its controller\u2019s range of influence. If an Aura is attached to an illegal object or player, the Aura is put into its owner\u2019s graveyard as a state-based action. See rule <a href=\"#rule-704\">704<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-9\">801.9<\/a><\/strong>. An Equipment can\u2019t equip an object outside its controller\u2019s range of influence, and a Fortification can\u2019t fortify an object outside its controller\u2019s range of influence. If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent but remains on the battlefield. This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-10\">801.10<\/a><\/strong>. Spells and abilities can\u2019t affect objects or players outside their controller\u2019s range of influence. The parts of the effect that attempt to affect an out-of-range object or player will do nothing. The rest of the effect will work normally.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a six-player game in which each player has range of influence 1, Alex casts Pyroclasm, which reads, \u201cPyroclasm deals 2 damage to each creature.\u201d Pyroclasm deals 2 damage to each creature controlled by Alex, the player to Alex\u2019s left, and the player to Alex\u2019s right. No other creatures are dealt damage.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-11\">801.11<\/a><\/strong>. If a spell or ability requires information from the game, it gets only information from within its controller\u2019s range of influence. It doesn\u2019t see objects or events outside its controller\u2019s range of influence.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a six-player game where each player has range of influence 1, Alex controls Coat of Arms, which reads, \u201cEach creature gets &#043;1\/&#043;1 for each other creature on the battlefield that shares at least one creature type with it.\u201d Coat of Arms will boost Alex\u2019s creatures based only on what creatures are controlled by Alex, the player to Alex\u2019s left, and the player to Alex\u2019s right. It won\u2019t take other creatures into account.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Rob\u2019s creatures based on what creatures are controlled by players within Alex\u2019s range of influence, including the player sitting to Alex\u2019s left, who\u2019s out of Rob\u2019s range of influence.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-12\">801.12<\/a><\/strong>. The \u201cworld rule\u201d (see rule <a href=\"#rule-704-5k\">704.5k<\/a>) applies to a permanent only if other world permanents are within its controller\u2019s range of influence.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-13\">801.13<\/a><\/strong>. Replacement and prevention effects watch for a particular event to happen and then completely or partially replace that event. The limited range of influence option can cause the modified event to contain instructions that can\u2019t be carried out, in which case the player simply ignores the impossible instructions. See rule <a href=\"#rule-614\">614<\/a>, \u201cReplacement Effects,\u201d and rule <a href=\"#rule-615\">615<\/a>, \u201cPrevention Effects.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-801-13a\">801.13a<\/span><\/strong> If a replacement effect tries to cause a spell or ability to affect an object or player outside its controller\u2019s range of influence, that portion of the event does nothing.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Alex casts Lava Axe (\u201cLava Axe deals 5 damage to target player or planeswalker.\u201d) targeting Rob. In response, Rob casts Captain\u2019s Maneuver (\u201cThe next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.\u201d) with X equal to 3, targeting Carissa. Carissa isn\u2019t in Alex\u2019s range of influence. When Lava Axe resolves, it deals 2 damage to Rob and no damage to Carissa.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-801-13b\">801.13b<\/span><\/strong> If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability\u2019s controller\u2019s range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a permanent or player, it can affect only permanents and players within the spell or ability\u2019s controller\u2019s range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability\u2019s controller\u2019s range of influence.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Rob is within Alex\u2019s range of influence, but Carissa is not. Alex controls an enchantment that says, \u201cPrevent all damage that would be dealt by creatures.\u201d Carissa attacks Rob with a creature. The creature deals combat damage to Rob.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Rob is within Alex\u2019s range of influence, but Carissa is not. Carissa casts Lightning Blast (\u201cLightning Blast deals 4 damage to any target.\u201d) targeting Rob. In response, Alex casts Mending Hands (\u201cPrevent the next 4 damage that would be dealt to any target this turn.\u201d) targeting Rob. The damage to Rob is prevented.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Rob is within Alex\u2019s range of influence, but Carissa is not. Carissa attacks Rob with a creature, and Rob blocks with a creature. Alex casts Fog (\u201cPrevent all combat damage that would be dealt this turn.\u201d) Carissa and Rob\u2019s creatures deal combat damage to each other.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-801-14\">801.14<\/a><\/strong>. If an effect states that a player wins the game, all of that player\u2019s opponents within that player\u2019s range of influence lose the game instead.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-15\">801.15<\/a><\/strong>. If the effect of a spell or ability states that the game is a draw, the game is a draw for that spell or ability\u2019s controller and all players within that player\u2019s range of influence. They leave the game. All remaining players continue to play the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-16\">801.16<\/a><\/strong>. If the game somehow enters a \u201cloop\u201d of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that\u2019s involved in that loop, as well as for each player within the range of influence of any of those players. They leave the game. All remaining players continue to play the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-17\">801.17<\/a><\/strong>. Effects that restart the game (see rule <a href=\"#rule-726\">726<\/a>) are exempt from the limited range of influence option. All players in the game will be involved in the new game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-801-18\">801.18<\/a><\/strong>. In multiplayer Planechase games other than Grand Melee games, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-802\"><\/p>\n<h4 id=\"rule-802\">802. Attack Multiple Players Option<\/h4>\n<p><\/strong><strong><span id=\"rule-802-1\">802.1<\/a><\/strong>. Some multiplayer games allow the active player to attack multiple other players. If this option is used, a player can also choose to attack only one player during a particular combat.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-802-2\">802.2<\/a><\/strong>. As the combat phase starts, the attacking player doesn\u2019t choose an opponent to become the defending player. Instead, all the attacking player\u2019s opponents are defending players during the combat phase.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-802-2a\">802.2a<\/span><\/strong> Any rule, object, or effect that refers to a \u201cdefending player\u201d refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it\u2019s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that player is attacking. If that creature is no longer attacking, the defending player it\u2019s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that player was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Rob attacks Alex with Runeclaw Bear and attacks Carissa with a creature with mountainwalk. Whether the creature with mountainwalk can be blocked depends only on whether Carissa controls a Mountain.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-802-3\">802.3<\/a><\/strong>. As the attacking player declares each attacking creature, they choose a defending player, a planeswalker controlled by a defending player, or a battle protected by a defending player for it to attack. See rule <a href=\"#rule-508\">508<\/a>, \u201cDeclare Attackers Step.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-802-3a\">802.3a<\/span><\/strong> Restrictions and requirements that don\u2019t apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See rule <a href=\"#rule-508-1\">508.1<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-802-3b\">802.3b<\/span><\/strong> Creatures in a band can\u2019t attack different players. See rule <a href=\"#rule-702-22\">702.22<\/a>, \u201cBanding.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-802-4\">802.4<\/a><\/strong>. If more than one player is being attacked, controls a planeswalker that\u2019s being attacked, or protects a battle that\u2019s being attacked, each defending player in APNAP order declares blockers as the declare blockers step begins. (See rule <a href=\"#rule-101-4\">101.4<\/a> and rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d) The first defending player declares all their blocks, then the second defending player, and so on.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-802-4a\">802.4a<\/span><\/strong> A defending player can block only with creatures they control. Those creatures can block only creatures attacking that player, a planeswalker that player controls, or a battle that player protects.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-802-4b\">802.4b<\/span><\/strong> When determining whether a defending player\u2019s blocks are legal, ignore any creatures attacking other players and any blocking creatures controlled by other players.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-802-5\">802.5<\/a><\/strong>. Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds just as in a two-player game. See rule <a href=\"#rule-510\">510<\/a>, \u201cCombat Damage Step.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-803\"><\/p>\n<h4 id=\"rule-803\">803. Attack Left and Attack Right Options<\/h4>\n<p><\/strong><strong><span id=\"rule-803-1\">803.1<\/a><\/strong>. Some multiplayer games use the optional attack left or attack right rules.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-803-1a\">803.1a<\/span><\/strong> If the attack left option is used, a player can attack only an opponent seated immediately to their left, a planeswalker that player controls, or a battle that player protects. If a player\u2019s nearest opponent to the left is more than one seat away, the player can\u2019t attack.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-803-1b\">803.1b<\/span><\/strong> If the attack right option is used, a player can attack only an opponent seated immediately to their right, a planeswalker that player controls, or a battle that player protects. If a player\u2019s nearest opponent to the right is more than one seat away, the player can\u2019t attack.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-804\"><\/p>\n<h4 id=\"rule-804\">804. Deploy Creatures Option<\/h4>\n<p><\/strong><strong><span id=\"rule-804-1\">804.1<\/a><\/strong>. The Emperor variant always uses the deploy creatures option, and it can be used in other variants that allow players to compete in teams. Multiplayer formats in which players compete as individuals usually don\u2019t use this option.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-804-2\">804.2<\/a><\/strong>. Each creature has the ability \u201c{T}: Target teammate gains control of this creature. Activate only as a sorcery.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-805\"><\/p>\n<h4 id=\"rule-805\">805. Shared Team Turns Option<\/h4>\n<p><\/strong><strong><span id=\"rule-805-1\">805.1<\/a><\/strong>. Some multiplayer games between teams use the shared team turns option. It\u2019s always used in the Two-Headed Giant variant (see rule <a href=\"#rule-810\">810<\/a>) and the Archenemy casual variant (see rule <a href=\"#rule-904\">904<\/a>). It can be used only if the members of each team are sitting in adjacent seats.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-805-2\">805.2<\/a><\/strong>. Within each team, the player seated in the rightmost seat from that team\u2019s perspective is the primary player. If the players on a team can\u2019t agree on a choice, such as which creatures attack or what order triggered abilities are put on the stack, the primary player makes that choice.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-805-3\">805.3<\/a><\/strong>. The methods described in rule <a href=\"#rule-103-1\">103.1<\/a> are used to determine which team will take the first turn. The team determined this way is the starting team.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-3a\">805.3a<\/span><\/strong> The process for handling mulligans is altered accordingly. First, each player on the starting team, in whatever order that team likes, declares whether that player will take a mulligan. Then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. Teammates may consult while choosing which cards, if any, to put on the bottom of their library. A player may take a mulligan even after a teammate has decided to keep their opening hand. See rule <a href=\"#rule-103-5\">103.5<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-3b\">805.3b<\/span><\/strong> The process for handling cards that allow a player to begin the game with them on the battlefield is altered accordingly. First, each player on the starting team, in whatever order that team likes, may put any or all such cards onto the battlefield from that player\u2019s opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-805-4\">805.4<\/a><\/strong>. Each team takes turns rather than each player.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-4a\">805.4a<\/span><\/strong> The team whose turn it is is the active team. Each other team is a nonactive team.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-4b\">805.4b<\/span><\/strong> Each player on a team draws a card during that team\u2019s draw step.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-4c\">805.4c<\/span><\/strong> Each player on a team may play a land during each of that team\u2019s turns.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-4d\">805.4d<\/span><\/strong> An ability that triggers at the beginning of a step or phase may trigger multiple times if it triggers at the beginning of \u201ceach player\u2019s\u201d or \u201ceach opponent\u2019s\u201d step or phase. These abilities trigger once for each appropriate player if the ability\u2019s trigger condition, effect, or intervening \u201cif\u201d clause refers to \u201cthat player,\u201d \u201cthat opponent,\u201d or similar.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-805-5\">805.5<\/a><\/strong>. Teams have priority, not individual players.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-5a\">805.5a<\/span><\/strong> A player may cast a spell, activate an ability, or take a special action when their team has priority.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-5b\">805.5b<\/span><\/strong> If a team has priority and no player on that team wishes to do anything, that team passes. If all teams pass in succession (that is, if all teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when all teams pass in succession, the phase or step ends and the next one begins.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-805-6\">805.6<\/a><\/strong>. The Active Player, Nonactive Player order rule (see rule <a href=\"#rule-101-4\">101.4<\/a>) is modified if the shared team turns option is used. If multiple teams would make choices and\/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and\/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-6a\">805.6a<\/span><\/strong> If more than one player is instructed to draw cards in a game that\u2019s using the shared team turns option, first each player on the active team, in whatever order that team likes, performs that player\u2019s draws, then each player on each nonactive team in turn order does the same.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-805-7\">805.7<\/a><\/strong>. If multiple triggered abilities have triggered since the last time a team received priority, the members of the active team put all triggered abilities any of them controls on the stack in any order they choose, then the members of each nonactive team in turn order do the same.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-805-8\">805.8<\/a><\/strong>. If an effect gives a player an extra turn or adds a phase or step to that player\u2019s turn, that player\u2019s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player\u2019s team does so. If a single effect causes more than one player on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player, the first player controls the affected player\u2019s team.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-805-9\">805.9<\/a><\/strong>. Any ability that refers to the \u201cactive player\u201d refers to one specific active player, not to all of the active players. The ability\u2019s controller chooses which one the ability refers to at the time its effect is applied.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-805-10\">805.10<\/a><\/strong>. The shared team turns option uses different combat rules than other multiplayer options.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-10a\">805.10a<\/span><\/strong> Each team\u2019s creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-10b\">805.10b<\/span><\/strong> As the declare attackers step begins, the active team declares attackers. For each attacking creature, the attacking team announces which defending player, planeswalker, or battle that creature is attacking. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule <a href=\"#rule-508-1\">508.1<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-10c\">805.10c<\/span><\/strong> Any rule, object, or effect that refers to an \u201cattacking player\u201d refers to one specific attacking player, not to all attacking players. If an ability of a blocking creature refers to an attacking player, or a spell or ability refers to both a blocking creature and an attacking player, then unless otherwise specified, the attacking player it\u2019s referring to is the player who controls the attacking creature that blocking creature is blocking. If a spell or ability could apply to multiple blocking creatures, the appropriate attacking player is individually determined for each of those blocking creatures. If there are multiple attacking players that could be chosen, the controller of the spell or ability chooses one.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-10d\">805.10d<\/span><\/strong> As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block creatures attacking any player on the defending team, attacking a planeswalker controlled by one of those players, or a battle protected by one of those players. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule <a href=\"#rule-509-1\">509.1<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-10e\">805.10e<\/span><\/strong> Any rule, object, or effect that refers to a \u201cdefending player\u201d refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it\u2019s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it\u2019s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-805-10f\">805.10f<\/span><\/strong> As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. Then the defending team announces how each blocking creature will assign its combat damage. See rule <a href=\"#rule-510-1\">510.1<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-806\"><\/p>\n<h4 id=\"rule-806\">806. Free-for-All Variant<\/h4>\n<p><\/strong><strong><span id=\"rule-806-1\">806.1<\/a><\/strong>. In Free-for-All multiplayer games, a group of players compete as individuals against each other.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-806-2\">806.2<\/a><\/strong>. Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-806-2a\">806.2a<\/span><\/strong> The limited range of influence option usually isn\u2019t used in Free-for-All games. If it is, each player has the same range of influence, which is determined before play begins. See rule <a href=\"#rule-801\">801<\/a>, \u201cLimited Range of Influence Option.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-806-2b\">806.2b<\/span><\/strong> Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule <a href=\"#rule-803\">803<\/a>, \u201cAttack Left and Attack Right Options,\u201d and rule <a href=\"#rule-802\">802<\/a>, \u201cAttack Multiple Players Option.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-806-2c\">806.2c<\/span><\/strong> The deploy creatures option isn\u2019t used in the Free-for-All variant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-806-3\">806.3<\/a><\/strong>. The players are randomly seated around the table.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-807\"><\/p>\n<h4 id=\"rule-807\">807. Grand Melee Variant<\/h4>\n<p><\/strong><strong><span id=\"rule-807-1\">807.1<\/a><\/strong>. The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-807-2\">807.2<\/a><\/strong>. Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-2a\">807.2a<\/span><\/strong> Each player has a range of influence of 1 (see rule <a href=\"#rule-801\">801<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-2b\">807.2b<\/span><\/strong> The attack left option is used (see rule <a href=\"#rule-803\">803<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-2c\">807.2c<\/span><\/strong> The attack multiple players and deploy creatures options aren\u2019t used in the Grand Melee variant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-807-3\">807.3<\/a><\/strong>. The players are seated at random.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-807-4\">807.4<\/a><\/strong>. The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player\u2019s turn.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-4a\">807.4a<\/span><\/strong> There is one turn marker for each full four players in the game.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-4b\">807.4b<\/span><\/strong> The starting player in the game gets the first turn marker. The player four seats to that player\u2019s left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-4c\">807.4c<\/span><\/strong> After a player ends their turn, that player passes the turn marker to the player on their left. If a player with a turn marker leaves the game during their turn, the player to their left takes the turn marker after that turn ends. If a player with a turn marker leaves the game before their turn begins, the player to their left takes the turn marker immediately.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-4d\">807.4d<\/span><\/strong> A player who receives a turn marker can\u2019t begin their turn if any player in the three seats to their left has a turn marker. If this is the case, that player waits until the player four seats to their left takes the other turn marker.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-4e\">807.4e<\/span><\/strong> If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player\u2019s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-4f\">807.4f<\/span><\/strong> For the purposes of determining if one or more players leaving the game would reduce the number of turn markers in the game (see rule <a href=\"#rule-807-4e\">807.4e<\/a>), disregard turn markers already designated for removal.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-4g\">807.4g<\/span><\/strong> If a player who\u2019s taking a turn has a turn marker that\u2019s been designated for removal, that turn marker is removed rather than being passed after that turn ends. If a player who\u2019s not taking a turn has a turn marker that\u2019s been designated for removal, that turn marker is removed immediately. If a removed turn marker had been designated for removal multiple times, the turn marker to its right becomes designated for removal that many times minus one.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-4h\">807.4h<\/span><\/strong> If one or more consecutively seated players leave the game, the players that were on either side of those seats don\u2019t enter one another\u2019s range of influence until the next turn begins.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-4i\">807.4i<\/span><\/strong> If an effect causes a player with a turn marker to take an extra turn after the current one, that player keeps the turn marker and starts their next turn after the current turn ends, unless another turn marker is too close on either side at that time. If a turn marker is within three seats on the player\u2019s left, the extra turn waits to begin until the player four seats to their left takes the other turn marker. If a turn marker is within three seats on the player\u2019s right, the player passes the turn marker to their left when the turn ends rather than keeping it, and the player will take the extra turn immediately before their next turn.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-4j\">807.4j<\/span><\/strong> If an effect would cause a player to take an extra turn after the current turn, but that player wouldn\u2019t have a turn marker at the start of that turn, that player will take the extra turn immediately before their next turn instead.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> During Alex\u2019s turn, he casts Time Walk, which causes him to take an extra turn after this one. During the same turn, the player to Alex\u2019s left leaves the game, which causes the number of turn markers to be reduced. After Alex\u2019s current turn ends, his turn marker is removed. He won\u2019t take the extra turn from Time Walk until just before his normal turn the next time he receives a turn marker.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-807-5\">807.5<\/a><\/strong>. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-5a\">807.5a<\/span><\/strong> A player gets priority for a particular turn marker\u2019s stack only if the turn marker is within their range of influence or an object on that stack is controlled by a player within their range of influence.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-807-5b\">807.5b<\/span><\/strong> If a player has priority for multiple stacks and casts a spell, activates an ability, or a triggered ability they control triggers, the player must specify which one of those stacks the spell or ability is put on. If an object on one of those stacks caused the triggered ability to trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks causes a player to cast a spell or create a copy of a spell, the new spell must be put on the same stack. If a spell or ability targets an object on one of those stacks, it must be put on the same stack as its target; it can\u2019t target objects on multiple stacks.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-808\"><\/p>\n<h4 id=\"rule-808\">808. Team vs. Team Variant<\/h4>\n<p><\/strong><strong><span id=\"rule-808-1\">808.1<\/a><\/strong>. Team vs. Team games are played with two or more teams. Each team may have any number of players on it.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-808-2\">808.2<\/a><\/strong>. Each team sits together on one side of the table. Each team decides the order in which its players sit.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-808-3\">808.3<\/a><\/strong>. Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-808-3a\">808.3a<\/span><\/strong> The attack multiple players option is used (see rule <a href=\"#rule-802\">802<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-808-3b\">808.3b<\/span><\/strong> The deploy creatures options and limited range of influence options usually aren\u2019t used in the Team vs. Team variant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-808-4\">808.4<\/a><\/strong>. To determine which player goes first, randomly choose a team. If that team has an odd number of players, the player in its center seat goes first. If that team has an even number of players, the player to the left of its midpoint goes first. Turn order goes to the players\u2019 left.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-808-5\">808.5<\/a><\/strong>. In the Team vs. Team variant, a team\u2019s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other\u2019s hands and discuss strategies at any time. Teammates can\u2019t manipulate each other\u2019s cards or permanents.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-809\"><\/p>\n<h4 id=\"rule-809\">809. Emperor Variant<\/h4>\n<p><\/strong><strong><span id=\"rule-809-1\">809.1<\/a><\/strong>. The Emperor variant involves two or more teams of three players each.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-809-2\">809.2<\/a><\/strong>. Each team sits together on one side of the table. Each team decides the order in which it\u2019s seated. Each team has one emperor, who sits in the middle of the team. The remaining players on the team are generals whose job is to protect the emperor.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-809-3\">809.3<\/a><\/strong>. The Emperor variant uses the following default options.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-809-3a\">809.3a<\/span><\/strong> The range of influence is limited to 2 for emperors and 1 for generals. See rule <a href=\"#rule-801\">801<\/a>, \u201cLimited Range of Influence Option.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-809-3b\">809.3b<\/span><\/strong> Emperor games use the deploy creatures option (see rule <a href=\"#rule-804\">804<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-809-3c\">809.3c<\/span><\/strong> A player can attack only an opponent seated immediately next to them, a planeswalker controlled by a player seated immediately next to them, or a battle protected by a player seated immediately next to them.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> At the start of an Emperor game, neither emperor can attack any opponents, even though both of the opposing generals are within their spell range.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-809-4\">809.4<\/a><\/strong>. Randomly determine which emperor goes first. Turn order goes to the players\u2019 left.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-809-5\">809.5<\/a><\/strong>. The Emperor variant includes the following specifications for winning and losing the game. All other rules for ending the game also apply. (See rule <a href=\"#rule-104\">104<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-809-5a\">809.5a<\/span><\/strong> A team wins the game if its emperor wins.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-809-5b\">809.5b<\/span><\/strong> A team loses the game if its emperor loses.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-809-5c\">809.5c<\/span><\/strong> The game is a draw for a team if the game is a draw for its emperor.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-809-6\">809.6<\/a><\/strong>. The Emperor variant can also be played with any number of equally sized teams. If the teams have more than three players, the range of influence of each player should be adjusted.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-809-6a\">809.6a<\/span><\/strong> Each general\u2019s range of influence should be the minimum number that allows one general from an opposing team to begin the game within their range of influence. Each emperor\u2019s range of influence should be the minimum number that allows two generals from opposing teams to begin the game within their range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In an Emperor game between two teams of four players each, the player configuration (either clockwise or counterclockwise around the table) should be: Team A general 1, Team A emperor, Team A general 2, Team A general 3, Team B general 1, Team B emperor, Team B general 2, Team B general 3. Each emperor has range of influence 3. Each general 2 has range of influence 2. Each general 1 and general 3 has range of influence 1.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-809-7\">809.7<\/a><\/strong>. In the Emperor variant, a team\u2019s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other\u2019s hands and discuss strategies at any time. Teammates can\u2019t manipulate each other\u2019s cards or permanents.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-810\"><\/p>\n<h4 id=\"rule-810\">810. Two-Headed Giant Variant<\/h4>\n<p><\/strong><strong><span id=\"rule-810-1\">810.1<\/a><\/strong>. Two-Headed Giant games are played with two teams of two players each.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-810-2\">810.2<\/a><\/strong>. The Two-Headed Giant variant uses the shared team turns option. (See rule <a href=\"#rule-805\">805<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-810-3\">810.3<\/a><\/strong>. Each team sits together on one side of the table. Each team decides the order in which its players sit.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-810-4\">810.4<\/a><\/strong>. Each team has a shared life total, which starts at 30 life.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-810-5\">810.5<\/a><\/strong>. With the exception of life total and poison counters, a team\u2019s resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other\u2019s hands and discuss strategies at any time. Teammates can\u2019t manipulate each other\u2019s cards or permanents.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-810-6\">810.6<\/a><\/strong>. The team who plays first skips the draw step of its first turn.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-810-7\">810.7<\/a><\/strong>. The Two-Headed Giant variant uses the combat rules for the shared team turns option (see rule <a href=\"#rule-805-10\">805.10<\/a>). This is a change from previous rules.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-810-8\">810.8<\/a><\/strong>. The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule <a href=\"#rule-104\">104<\/a>), with the following additions and specifications.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-8a\">810.8a<\/span><\/strong> Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect says that a player can\u2019t win the game, that player\u2019s team can\u2019t win the game. If an effect says that a player can\u2019t lose the game, that player\u2019s team can\u2019t lose the game.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, \u201cYou don\u2019t lose the game for having 0 or less life.\u201d If that player\u2019s team\u2019s life total is 0 or less, that team doesn\u2019t lose the game.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player\u2019s library. That player loses the game, so that player\u2019s entire team loses the game.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a Two-Headed Giant game, a player controls Platinum Angel, which reads, \u201cYou can\u2019t lose the game and your opponents can\u2019t win the game.\u201d Neither that player nor their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-8b\">810.8b<\/span><\/strong> If a player concedes, their team leaves the game immediately. That team loses the game.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-8c\">810.8c<\/span><\/strong> If a team\u2019s life total is 0 or less, the team loses the game. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-8d\">810.8d<\/span><\/strong> If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-810-9\">810.9<\/a><\/strong>. Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team\u2019s shared life total.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a Two-Headed Giant game, a player casts Flame Rift, which reads, \u201cFlame Rift deals 4 damage to each player.\u201d Each team is dealt a total of 8 damage.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-9a\">810.9a<\/span><\/strong> If a cost or effect needs to know the value of an individual player\u2019s life total, that cost or effect uses the team\u2019s life total instead.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a Two-Headed Giant game, a player on a team that has 17 life is targeted by Beacon of Immortality, which reads, in part, \u201cDouble target player\u2019s life total.\u201d That player gains 17 life, so the team winds up at 34 life.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, \u201cAt the beginning of your upkeep, if you have 50 or more life, you win the game.\u201d At the beginning of that player\u2019s upkeep, the player\u2019s team wins the game if their team\u2019s life total is 50 or more.<\/em><\/div><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a Two-Headed Giant game, a player on a team that has 11 life controls Lurking Evil, an enchantment that reads, \u201cPay half your life, rounded up: Lurking Evil becomes a 4\/4 Horror creature with flying.\u201d To activate the ability, that player must pay 6 life. The team winds up at 5 life.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-9b\">810.9b<\/span><\/strong> If a cost or effect allows both members of a team to pay life simultaneously, the total amount of life they pay may not exceed their team\u2019s life total. (Players can always pay 0 life.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-9c\">810.9c<\/span><\/strong> If an effect sets a single player\u2019s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. The team\u2019s life total is adjusted by the amount of life that player gained or lost.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a Two-Headed Giant game, a player on a team that has 25 life is targeted by an ability that reads, \u201cTarget player\u2019s life total becomes 10.\u201d That player\u2019s life total is considered to be 25, so that player loses 15 life. The team winds up at 10 life.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-9d\">810.9d<\/span><\/strong> If an effect would set the life total of each player on a team to a number, that team chooses one of its members. On that team, only that player is affected.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In a Two-Headed Giant game, one team has 7 life and the other team has 13 life. A player casts Repay in Kind, which reads, \u201cEach player\u2019s life total becomes the lowest life total among all players.\u201d Each team chooses one of its members to be affected. The result is that the chosen player on the team that has 13 life loses 6 life, so that team\u2019s life total winds up at 7.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-9e\">810.9e<\/span><\/strong> A player can\u2019t exchange life totals with their teammate. If an effect would cause that to occur, the exchange won\u2019t happen.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-9f\">810.9f<\/span><\/strong> If an effect instructs a player to redistribute any number of players\u2019 life totals, that player may not affect more than one member of each team this way.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-9g\">810.9g<\/span><\/strong> If an effect says that a player can\u2019t gain life, no player on that player\u2019s team can gain life.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-9h\">810.9h<\/span><\/strong> If an effect says that a player can\u2019t lose life, no player on that player\u2019s team can lose life or pay any amount of life other than 0.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-810-10\">810.10<\/a><\/strong>. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-10a\">810.10a<\/span><\/strong> If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player\u2019s team has. If an effect needs to know how many poison counters a player\u2019s opponents have, that effect uses the number of poison counters opposing teams have.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-10b\">810.10b<\/span><\/strong> If an effect says that a player loses poison counters, that player\u2019s team loses that many poison counters.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-10c\">810.10c<\/span><\/strong> If an effect says that a player can\u2019t get poison counters, no player on that player\u2019s team can get poison counters.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-810-10d\">810.10d<\/span><\/strong> If a rule or effect needs to know what kinds of counters an individual player has, that effect uses the kinds of counters that player has and the kinds of counters that player\u2019s team has. A player is \u201cpoisoned\u201d if that player\u2019s team has one or more poison counters.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-810-11\">810.11<\/a><\/strong>. The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team\u2019s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-811\"><\/p>\n<h4 id=\"rule-811\">811. Alternating Teams Variant<\/h4>\n<p><\/strong><strong><span id=\"rule-811-1\">811.1<\/a><\/strong>. Alternating Teams games are played with two or more teams of equal size.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-811-2\">811.2<\/a><\/strong>. Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-811-2a\">811.2a<\/span><\/strong> The recommended range of influence is 2. See rule <a href=\"#rule-801\">801<\/a>, \u201cLimited Range of Influence Option.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-811-2b\">811.2b<\/span><\/strong> Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule <a href=\"#rule-803\">803<\/a>, \u201cAttack Left and Attack Right Options,\u201d and rule <a href=\"#rule-802\">802<\/a>, \u201cAttack Multiple Players Option.\u201d<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-811-2c\">811.2c<\/span><\/strong> The deploy creatures option isn\u2019t normally used in the Alternating Teams variant.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-811-3\">811.3<\/a><\/strong>. At the start of the game, players are seated so that no one is next to a teammate and each team is equally spaced out.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> In an Alternating Teams game with three teams, A, B, and C, the seating around the table at the start of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-811-4\">811.4<\/a><\/strong>. A player can\u2019t attack opponents who aren\u2019t seated next to them, planeswalkers that aren\u2019t controlled by opponents seated next to them, or battles that aren\u2019t protected by opponents seated next to them.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-811-5\">811.5<\/a><\/strong>. In the Alternating Teams variant, a team\u2019s resources (cards in hand, mana, and so on) are not shared. Teammates can\u2019t review each other\u2019s hands unless they are sitting next to each other. Teammates may discuss strategies at any time. Teammates can\u2019t manipulate each other\u2019s cards or permanents.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<h3 id=\"section-9\">9. Casual Variants<\/h3>\n<p><strong><span id=\"rule-900\"><\/p>\n<h4 id=\"rule-900\">900. General<\/h4>\n<p><\/strong><strong><span id=\"rule-900-1\">900.1<\/a><\/strong>. This section contains additional optional rules that can be used for certain casual game variants. It is by no means comprehensive.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-900-2\">900.2<\/a><\/strong>. The casual variants detailed here use supplemental zones, rules, cards, and other game implements not used in traditional Magic games.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-901\"><\/p>\n<h4 id=\"rule-901\">901. Planechase<\/h4>\n<p><\/strong><strong><span id=\"rule-901-1\">901.1<\/a><\/strong>. In the Planechase variant, plane cards and phenomenon cards add additional abilities and randomness to the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-901-2\">901.2<\/a><\/strong>. A Planechase game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule <a href=\"#rule-806\">806<\/a>, \u201cFree-for-All Variant.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-901-3\">901.3<\/a><\/strong>. In addition to the normal game materials, each player needs a supplementary planar deck of at least ten plane and\/or phenomenon cards and the game needs one planar die. No more than two cards in a planar deck can be phenomenon cards. Each card in a planar deck must have a different English name. (See rule <a href=\"#rule-311\">311<\/a>, \u201cPlanes,\u201d and rule <a href=\"#rule-312\">312<\/a>, \u201cPhenomena.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-3a\">901.3a<\/span><\/strong> A planar die is a six-sided die. One face has the Planeswalker symbol. One face has the chaos symbol. The other faces are blank.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-901-4\">901.4<\/a><\/strong>. All plane and phenomenon cards remain in the command zone throughout the game, both while they\u2019re part of a planar deck and while they\u2019re face up.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-901-5\">901.5<\/a><\/strong>. Once all players have kept their opening hands and used the abilities of cards that allow them to take an action with those cards from their opening hands, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it\u2019s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. (See rule <a href=\"#rule-103-7\">103.7<\/a>.) No abilities of any card turned face up this way trigger during this process. The face-up plane card becomes the starting plane.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-901-6\">901.6<\/a><\/strong>. The owner of a plane or phenomenon card is the player who started the game with it in their planar deck. The controller of a face-up plane or phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn\u2019t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-901-7\">901.7<\/a><\/strong>. Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The card\u2019s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-7a\">901.7a<\/span><\/strong> A face-up plane card or phenomenon card that\u2019s turned face down becomes a new object.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-901-8\">901.8<\/a><\/strong>. Planechase games have an inherent triggered ability known as the \u201cplaneswalking ability.\u201d The full text of this ability is \u201cWhenever you roll the Planeswalker symbol on the planar die, planeswalk.\u201d (See rule <a href=\"#rule-701-31\">701.31<\/a>, \u201cPlaneswalk.\u201d) This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule <a href=\"#rule-113-8\">113.8<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-901-9\">901.9<\/a><\/strong>. Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesn\u2019t use the stack. Note that this number won\u2019t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule <a href=\"#rule-116-2i\">116.2i<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-9a\">901.9a<\/span><\/strong> If the die roll is a blank face, nothing happens. The active player gets priority.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-9b\">901.9b<\/span><\/strong> If the die roll is the chaos symbol, chaos ensues (see rule <a href=\"#rule-311-7\">311.7<\/a>). The active player gets priority.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-9c\">901.9c<\/span><\/strong> If the die roll is the Planeswalker symbol, the \u201cplaneswalking ability\u201d triggers and is put on the stack. The active player gets priority. (See rule <a href=\"#rule-901-8\">901.8<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-9d\">901.9d<\/span><\/strong> Rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See <a href=\"#rule-706\">706<\/a>, \u201cRolling a Die.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-901-10\">901.10<\/a><\/strong>. When a player leaves the game, all objects owned by that player except abilities from phenomena leave the game. (See rule <a href=\"#rule-800-4a\">800.4a<\/a>.) If that includes a face-up plane card or phenomenon card, the planar controller turns the top card of their planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-10a\">901.10a<\/span><\/strong> If a plane leaves the game while a \u201cplaneswalking ability\u201d is on the stack, that ability ceases to exist.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-10b\">901.10b<\/span><\/strong> Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-901-11\">901.11<\/a><\/strong>. After the game has started, if a player moves the top card of their planar deck off that planar deck and turns it face up, that player has \u201cplaneswalked.\u201d Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule <a href=\"#rule-701-31\">701.31<\/a>.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-11a\">901.11a<\/span><\/strong> A player may planeswalk as the result of the \u201cplaneswalking ability\u201d (see rule <a href=\"#rule-901-8\">901.8<\/a>), because the owner of a face-up plane card or phenomenon card leaves the game (see rule <a href=\"#rule-901-10\">901.10<\/a>), or because a phenomenon\u2019s triggered ability leaves the stack (see rule <a href=\"#rule-704-6f\">704.6f<\/a>). Abilities may also instruct a player to planeswalk.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-11b\">901.11b<\/span><\/strong> The plane card that\u2019s turned face up is the plane the player planeswalks to. The plane card or phenomenon card that\u2019s turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-11c\">901.11c<\/span><\/strong> If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-901-12\">901.12<\/a><\/strong>. A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-12a\">901.12a<\/span><\/strong> Each player has their own planar deck.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-12b\">901.12b<\/span><\/strong> The planar controller is normally the primary player of the active team. However, if the current planar controller\u2019s team would leave the game, instead the primary player of the next team in turn order that wouldn\u2019t leave the game becomes the planar controller, then the old planar controller\u2019s team leaves the game. The new planar controller retains that designation until they leave the game or a different team becomes the active team, whichever comes first.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-12c\">901.12c<\/span><\/strong> Even though the face-up plane or phenomenon is controlled by just one player, any ability of that plane or phenomenon that refers to \u201cyou\u201d applies to both members of the planar controller\u2019s team.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-12d\">901.12d<\/span><\/strong> Since each member of the active team is an active player, each of them may roll the planar die. Each player\u2019s cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-901-13\">901.13<\/a><\/strong>. In multiplayer formats other than Grand Melee, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. (See rule <a href=\"#rule-801\">801<\/a>, \u201cLimited Range of Influence Option.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-901-14\">901.14<\/a><\/strong>. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-14a\">901.14a<\/span><\/strong> Before the first turn of the game of the game, each player who will start the game with a turn marker sets a starting plane (see rule <a href=\"#rule-901-5\">901.5<\/a>). Each of them is a planar controller.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-14b\">901.14b<\/span><\/strong> If a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. Each face-up plane card or phenomenon card that player controlled is put on the bottom of its owner\u2019s planar deck. No player is considered to have planeswalked.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-901-15\">901.15<\/a><\/strong>. Single Planar Deck Option<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-15a\">901.15a<\/span><\/strong> As an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can\u2019t contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-15b\">901.15b<\/span><\/strong> In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-901-15c\">901.15c<\/span><\/strong> If any rule or ability refers to a player\u2019s planar deck, the communal planar deck is used.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-902\"><\/p>\n<h4 id=\"rule-902\">902. Vanguard<\/h4>\n<p><\/strong><strong><span id=\"rule-902-1\">902.1<\/a><\/strong>. In the Vanguard variant, a vanguard card allows each player to play the role of a famous character. Each player will have one face-up vanguard card whose abilities and other characteristics affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the following additions.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-902-2\">902.2<\/a><\/strong>. A Vanguard game may be a two-player game or a multiplayer game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-902-3\">902.3<\/a><\/strong>. In addition to the normal game materials, each player needs a vanguard card. Each vanguard card is placed face up next to its owner\u2019s library before the game begins. All vanguard cards remain in the command zone throughout the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-902-4\">902.4<\/a><\/strong>. Each player\u2019s starting life total is 20 plus or minus the life modifier of their vanguard card.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The life modifier of a player\u2019s vanguard card is -3. That player\u2019s starting life total is 17.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-902-5\">902.5<\/a><\/strong>. Each player\u2019s starting hand size is seven cards, as modified by the hand modifier of their vanguard card.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-902-5a\">902.5a<\/span><\/strong> If a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles their hand back into their library, then draws a new hand equal to their starting hand size. (In a multiplayer game, a player\u2019s first mulligan is for the same number of cards as they had before.) See rule <a href=\"#rule-103-5\">103.5<\/a>.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The hand modifier of a player\u2019s vanguard card is &#043;2. That player starts the game with a hand of 9 cards. If the player takes a mulligan three times before keeping, they draw a new hand of nine cards and put three of those on the bottom of their library.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-902-5b\">902.5b<\/span><\/strong> A player\u2019s maximum hand size is seven, as modified by the hand modifier of their vanguard card.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> The hand modifier of a player\u2019s vanguard card is -1. That player\u2019s maximum hand size is six. If that player has more than six cards in their hand as their cleanup step begins, they will discard all but six of them.<\/em><\/div><\/div>\n<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-902-6\">902.6<\/a><\/strong>. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-902-7\">902.7<\/a><\/strong>. Any abilities of a face-up vanguard card in the command zone function from that zone. The card\u2019s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-903\"><\/p>\n<h4 id=\"rule-903\">903. Commander<\/h4>\n<p><\/strong><strong><span id=\"rule-903-1\">903.1<\/a><\/strong>. In the Commander variant, a variant created and popularized by fans, each deck is led by a legendary creature designated as that deck\u2019s commander. The Commander variant uses all the normal rules for a Magic game, with the following additions.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-903-2\">903.2<\/a><\/strong>. A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule <a href=\"#rule-806\">806<\/a>, \u201cFree-for-All Variant.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-903-3\">903.3<\/a><\/strong>. Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a Vehicle card, or (c) a Spacecraft card with one or more power\/toughness boxes. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> A commander that\u2019s been turned face down (due to Ixidron\u2019s effect, for example) is still a commander. A commander that\u2019s copying another card (due to Cytoshape\u2019s effect, for example) is still a commander. A permanent that\u2019s copying a commander (such as a Body Double, for example, copying a commander in a player\u2019s graveyard) is not a commander.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-3a\">903.3a<\/span><\/strong> Some cards have an ability that states the card can be your commander. This ability modifies the rules for deck construction, and it functions before the game begins. See also rule <a href=\"#rule-113-6n\">113.6n<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-3b\">903.3b<\/span><\/strong> If a player\u2019s commander is a meld card and it\u2019s melded with the other member of its meld pair, the resulting melded permanent is that player\u2019s commander.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-3c\">903.3c<\/span><\/strong> If a player\u2019s commander is a component of a merged permanent, the resulting merged permanent is that player\u2019s commander.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-3d\">903.3d<\/span><\/strong> If an effect refers to controlling a commander, it refers to a permanent on the battlefield that is a commander. If an effect refers to casting a commander, it refers to a spell that is a commander. If an effect refers to a commander in a specific zone, it refers to a card in that zone that is a commander.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-3e\">903.3e<\/span><\/strong> If an effect refers to a characteristic of \u201cyour commander,\u201d it can find the appropriate player\u2019s commander and see its current characteristics, as modified by continuous effects and other rules, in all zones, including that player\u2019s library and hand.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-903-4\">903.4<\/a><\/strong>. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card\u2019s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule <a href=\"#rule-604-3\">604.3<\/a>) or color indicator (see rule <a href=\"#rule-204\">204<\/a>).<div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability \u201c{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact\u2019s mana value to any target.\u201d Bosh\u2019s color identity is red.<\/em><\/div><\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-4a\">903.4a<\/span><\/strong> Color identity is established before the game begins. If a rule or effect refers to the color identity of an object in the game represented by a card, it uses the color identity established for that card as the game began.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-4b\">903.4b<\/span><\/strong> If a commander has a static ability that causes a player to choose its color before the game begins, that choice applies during deck construction and throughout the game, even as the commander changes zones. That choice affects the commander\u2019s color identity. The player reveals that choice as they put their commander into the command zone before the game begins. See rules <a href=\"#rule-103-2c\">103.2c<\/a> and <a href=\"#rule-607-2p\">607.2p<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-4c\">903.4c<\/span><\/strong> Reminder text is ignored when determining a card\u2019s color identity. See rule <a href=\"#rule-207-2\">207.2<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-4d\">903.4d<\/span><\/strong> The back face of a double-faced card (see rule <a href=\"#rule-712\">712<\/a>) is included when determining a card\u2019s color identity. This is an exception to rule <a href=\"#rule-712-8a\">712.8a<\/a>.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Civilized Scholar is the front face of a double-faced card with mana cost {2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color indicator. The card\u2019s color identity is blue and red.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-4e\">903.4e<\/span><\/strong> If a card has any alternative characteristics, such as those of adventurer cards (see rule <a href=\"#rule-715\">715<\/a>, \u201cAdventurer Cards\u201d), those characteristics are included when determining the card\u2019s color identity.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-4f\">903.4f<\/span><\/strong> If an ability refers to the colors or number of colors in a commander\u2019s color identity, that quality is undefined if that player doesn\u2019t have a commander. That part of the ability won\u2019t do anything. Costs that refer to that quality are unpayable.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-903-5\">903.5<\/a><\/strong>. Each Commander deck is subject to the following deck construction rules.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-5a\">903.5a<\/span><\/strong> Each deck must contain exactly <a href=\"#rule-100\">100<\/a> cards, including its commander. In other words, the minimum deck size and the maximum deck size are both <a href=\"#rule-100\">100<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-5b\">903.5b<\/span><\/strong> Other than basic lands, each card in a Commander deck must have a different English name. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule <a href=\"#rule-201-3\">201.3<\/a>).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-5c\">903.5c<\/span><\/strong> A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck\u2019s commander.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Wort, the Raidmother is a legendary creature with mana cost {4}{R\/G}{R\/G}. Wort\u2019s color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-5d\">903.5d<\/span><\/strong> A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander\u2019s color identity.<\/p>\n<div style=\"padding-right: 7px;margin-top: -25px;margin-bottom: -15px\"><div class=\"alert alert-info\" role=\"alert\"> <em><strong>Example:<\/strong> Wort, the Raidmother\u2019s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and\/or Forest. It can\u2019t include any land cards with the basic land types Plains, Island, or Swamp.<\/em><\/div><\/div>\n<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-5e\">903.5e<\/span><\/strong> Commander games do not use sideboards.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-903-6\">903.6<\/a><\/strong>. At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining cards of their deck so that the cards are in a random order. Those cards become the player\u2019s library.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-903-7\">903.7<\/a><\/strong>. Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-903-8\">903.8<\/a><\/strong>. A player may cast a commander they own from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game. This additional cost is informally known as the \u201ccommander tax.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-903-9\">903.9<\/a><\/strong>. A commander may return to the command zone during a Commander game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-9a\">903.9a<\/span><\/strong> If a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-9b\">903.9b<\/span><\/strong> If a commander would be put into its owner\u2019s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule <a href=\"#rule-614-5\">614.5<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-9c\">903.9c<\/span><\/strong> If a commander is a melded permanent or a merged permanent and its owner chooses to put it into the command zone using the replacement effect described in rule <a href=\"#rule-903-9b\">903.9b<\/a>, that permanent and each component representing it that isn\u2019t a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-903-10\">903.10<\/a><\/strong>. The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule <a href=\"#rule-104\">104<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-10a\">903.10a<\/span><\/strong> A player who\u2019s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-903-11\">903.11<\/a><\/strong>. Except via rules, special actions, and effects that specifically bring cards into Commander games from outside the game, traditional cards from outside the game cannot be brought into a Commander game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-11a\">903.11a<\/span><\/strong> If a player is allowed to bring a card from outside the game into a Commander game, that player can\u2019t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn\u2019t in the color identity of the player\u2019s commander.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-903-12\">903.12<\/a><\/strong>. Brawl Option<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-12a\">903.12a<\/span><\/strong> Brawl is an option for a different style of Commander game. Brawl games use the normal rules for the Commander variant with the following modifications.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-12b\">903.12b<\/span><\/strong> Brawl decks are usually constructed using cards from the Standard format.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-12c\">903.12c<\/span><\/strong> Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a planeswalker card, (c) a Vehicle card, or (d) a Spacecraft card with one or more power\/toughness boxes.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-12d\">903.12d<\/span><\/strong> A player\u2019s deck must contain exactly 60 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 60.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-12e\">903.12e<\/span><\/strong> If a player\u2019s commander has no colors in its color identity, that player\u2019s deck may contain any number of basic lands of one basic land type of their choice. This is an exception to rule <a href=\"#rule-903-5d\">903.5d<\/a>.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-12f\">903.12f<\/span><\/strong> In a two-player Brawl game, each player\u2019s starting life total is 25. In a multiplayer Brawl game, each player\u2019s starting life total is 30.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-12g\">903.12g<\/span><\/strong> In any Brawl game, the first mulligan a player takes doesn\u2019t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-12h\">903.12h<\/span><\/strong> Brawl games do not use the state-based action described in rule <a href=\"#rule-704-6c\">704.6c<\/a>, which causes a player to lose the game if they\u2019ve been dealt 21 or more combat damage by a commander.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-903-13\">903.13<\/a><\/strong>. Commander Draft<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-13a\">903.13a<\/span><\/strong> Commander Draft is an option for a different style of Commander game. It consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Commander Draft option uses Commander Legends booster packs by default.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-13b\">903.13b<\/span><\/strong> A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts two cards by placing them in a face-down pile in front of them, then passes the remaining cards to the next player. Each player then drafts two cards from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-13c\">903.13c<\/span><\/strong> In the first and third draft rounds, booster packs are passed to each player\u2019s left. In the second draft round, booster packs are passed to each player\u2019s right.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-13d\">903.13d<\/span><\/strong> During the draft, a player can look only at cards in the booster pack they are currently drafting from and cards they have already drafted. A player may not reveal drafted cards to other players unless an ability instructs them to.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-13e\">903.13e<\/span><\/strong> After the draft is complete, the cards a player drafted become that player\u2019s card pool. If the draft contained draft boosters from Commander Legends or Commander Masters, each player may add up to two cards named The Prismatic Piper to their card pool, but only if those cards are used as the player\u2019s commander(s). If the draft contained draft boosters from Commander Legends: Battle for Baldur\u2019s Gate\u00ae, each player may add up to two cards named Faceless One to their card pool, but only if those cards are used as the player\u2019s commander(s).<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-13f\">903.13f<\/span><\/strong> Commander Draft deck construction follows the same rules as Commander deck construction (see rule <a href=\"#rule-903-5\">903.5<\/a>) with three exceptions: (1) A player\u2019s deck must contain at least 60 cards. There is no maximum deck size. (2) A player\u2019s deck may include any number of cards from that player\u2019s card pool with the same name. (3) If the draft contained draft boosters from Commander Masters, any card which can be a player\u2019s commander by itself and whose color identity includes one or fewer colors is considered to have the partner ability for the purposes of deckbuilding. (See rule <a href=\"#rule-702-124\">702.124<\/a>, \u201cPartner.\u201d)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-903-13g\">903.13g<\/span><\/strong> Commander Draft games follow the same rules as Commander games. See rules <a href=\"#rule-903-6\">903.6<\/a>\u2013<a href=\"#rule-903-11\">903.11<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-904\"><\/p>\n<h4 id=\"rule-904\">904. Archenemy<\/h4>\n<p><\/strong><strong><span id=\"rule-904-1\">904.1<\/a><\/strong>. In the Archenemy variant, a team of players faces off against a single opponent strengthened with powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with the following additions.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-904-2\">904.2<\/a><\/strong>. The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule <a href=\"#rule-808\">808<\/a>) involving exactly two teams. The attack multiple players option (see rule <a href=\"#rule-802\">802<\/a>) and the shared team turns option (see rule <a href=\"#rule-805\">805<\/a>) are used; no other multiplayer options are used.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-904-2a\">904.2a<\/span><\/strong> One of the teams consists of exactly one player, who is designated the archenemy.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-904-2b\">904.2b<\/span><\/strong> The other team consists of any number of players.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-904-3\">904.3<\/a><\/strong>. In addition to the normal game materials, the archenemy needs a supplementary scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule <a href=\"#rule-314\">314<\/a>, \u201cSchemes.\u201d)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-904-4\">904.4<\/a><\/strong>. All scheme cards remain in the command zone throughout the game, both while they\u2019re part of a scheme deck and while they\u2019re face up.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-904-5\">904.5<\/a><\/strong>. The archenemy\u2019s starting life total is 40. Each other player\u2019s starting life total is 20.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-904-6\">904.6<\/a><\/strong>. Rather than a randomly determined player, the archenemy takes the first turn of the game.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-904-7\">904.7<\/a><\/strong>. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-904-8\">904.8<\/a><\/strong>. Any abilities of a face-up scheme card in the command zone function from that zone. The card\u2019s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-904-9\">904.9<\/a><\/strong>. Immediately after the archenemy\u2019s precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it face up. This is called \u201csetting that scheme in motion.\u201d (See rule <a href=\"#rule-701-32\">701.32<\/a>.) This turn-based action doesn\u2019t use the stack. Abilities of that scheme card that trigger \u201cWhen you set this scheme in motion\u201d trigger.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-904-10\">904.10<\/a><\/strong>. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner\u2019s scheme deck the next time a player would receive priority. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-904-11\">904.11<\/a><\/strong>. Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule <a href=\"#rule-701-33\">701.33<\/a>).<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-904-12\">904.12<\/a><\/strong>. Supervillain Rumble Option<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-904-12a\">904.12a<\/span><\/strong> As an alternative option, players may play a Free-for-All game in which each player has their own scheme deck. The attack multiple players option (see rule <a href=\"#rule-802\">802<\/a>) is used; no other multiplayer options are used.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-904-12b\">904.12b<\/span><\/strong> Each player in this game is an archenemy.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-904-12c\">904.12c<\/span><\/strong> As in a normal Free-for-All game, the starting player is randomly determined. All other rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain Rumble game.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-904-13\">904.13<\/a><\/strong>. Archenemy Commander Option<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-904-13a\">904.13a<\/span><\/strong> As an alternative option, players may play a Commander game (see rule <a href=\"#rule-903\">903<\/a>, \u201cCommander\u201d) using the Archenemy rules. The normal rules for Commander apply, as modified by the Archenemy rules, with the following exceptions.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-904-13b\">904.13b<\/span><\/strong> The archenemy starts with 60 life. The opposing team has a shared life total that starts at 60 life rather than individual life totals. The use of a shared life total is detailed in rules <a href=\"#rule-810-8\">810.8<\/a> and <a href=\"#rule-810-9\">810.9<\/a> of the Two-Headed Giant variant.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-904-13c\">904.13c<\/span><\/strong> Poison counters are not shared. If the archenemy has ten or more poison counters, they lose the game. If any individual member of the opposing team has ten or more poison counters, they lose the game. (This is a state-based action. See rule <a href=\"#rule-704\">704<\/a>.)<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-904-13d\">904.13d<\/span><\/strong> The archenemy\u2019s scheme deck must contain at least ten cards, and each card must have a different English name.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-905\"><\/p>\n<h4 id=\"rule-905\">905. Conspiracy Draft<\/h4>\n<p><\/strong><strong><span id=\"rule-905-1\">905.1<\/a><\/strong>. The Conspiracy Draft variant consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Conspiracy Draft variant uses Magic: The Gathering\u2014Conspiracy\u00ae and\/or Conspiracy: Take the Crown booster packs by default.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-905-1a\">905.1a<\/span><\/strong> A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts one card by placing that card in a face-down pile in front of the player, then passes the remaining cards to the next player. Each player then drafts a card from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-905-1b\">905.1b<\/span><\/strong> In the first and third draft rounds, booster packs are passed to each player\u2019s left. In the second draft round, booster packs are passed to each player\u2019s right.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-905-1c\">905.1c<\/span><\/strong> During the draft, a player can look only at cards in the booster pack they are currently drafting from, cards they have already drafted, cards that are currently revealed as described in rule <a href=\"#rule-905-2b\">905.2b<\/a>, and cards that have been drafted face up as described in rule <a href=\"#rule-905-2c\">905.2c<\/a>. A player may not reveal drafted cards to other players unless an ability instructs them to.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-905-1d\">905.1d<\/span><\/strong> After the draft and all actions that may be taken during or after the draft, all the cards a player has drafted become that player\u2019s card pool. The player builds their deck from only these cards and any number of basic land cards. See rules <a href=\"#rule-100-2b\">100.2b<\/a> and <a href=\"#rule-100-4b\">100.4b<\/a>.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-905-2\">905.2<\/a><\/strong>. Some cards have abilities that function during the draft.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-905-2a\">905.2a<\/span><\/strong> During a draft, there is no active player or system of priority. If multiple players wish to take an action at the same time during the draft and can\u2019t agree on an order, those actions are taken in a random order.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-905-2b\">905.2b<\/span><\/strong> Some cards instruct players to reveal them as they\u2019re drafted and then note some information, such as a number or color. This information can be referred to by other abilities during the game. Any player can look at this information at any time during the draft or game. After the information is noted, the drafted card is turned face down and added to the player\u2019s drafted cards pile.<\/li>\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-905-2c\">905.2c<\/span><\/strong> Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the player who drafted it to turn it face down, or the card leaves that player\u2019s drafted cards pile. While the card is face up, all players may look at it.<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-905-3\">905.3<\/a><\/strong>. A Conspiracy Draft game is a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule <a href=\"#rule-806\">806<\/a>, \u201cFree-for-All Variant.\u201d<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-905-4\">905.4<\/a><\/strong>. At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\">\n<li style=\"padding-bottom: 1em\">\n              <strong><span id=\"rule-905-4a\">905.4a<\/span><\/strong> Conspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, they may turn a face-down conspiracy card they control face up. See rule <a href=\"#rule-702-106\">702.106<\/a>, \u201cHidden Agenda.\u201d<\/li>\n<\/ul><\/div>\n<p><strong><span id=\"rule-905-5\">905.5<\/a><\/strong>. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<p><strong><span id=\"rule-905-6\">905.6<\/a><\/strong>. Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards.<\/p>\n<div style=\"padding-left: 53px\">\n<ul style=\"padding-left: 0;list-style-type: none\"><\/ul>\n<\/p><\/div>\n<h2>Glossary<\/h2>\n<p style=\"text-align: justify\" id=\"Abandon\"><strong>Abandon<\/strong><br \/>\n    To turn a face-up ongoing scheme card face down and put it on the bottom of its owner\u2019s scheme deck. See rule <a href=\"#rule-701-33\">701.33<\/a>, \u201cAbandon.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Ability\"><strong>Ability<\/strong><br \/>\n    1. Text on an object that explains what that object does or can do.<br \/>\n    2. An activated or triggered ability on the stack. This kind of ability is an object.<br \/>\n    See rule <a href=\"#rule-113\">113<\/a>, \u201cAbilities,\u201d and <a href=\"#section-6\">section 6, \u201cSpells, Abilities, and Effects.\u201d<\/a><\/p>\n<p style=\"text-align: justify\" id=\"Ability-Word\"><strong>Ability Word<\/strong><br \/>\n    An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule <a href=\"#rule-207-2c\">207.2c<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Absorb\"><strong>Absorb<\/strong><br \/>\n    A keyword ability that prevents damage. See rule <a href=\"#rule-702-64\">702.64<\/a>, \u201cAbsorb.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Activate\"><strong>Activate<\/strong><br \/>\n    To put an activated ability onto the stack and pay its costs, so that it will eventually resolve and have its effect. See rule <a href=\"#rule-602\">602<\/a>, \u201cActivating Activated Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Activated-Ability\"><strong>Activated Ability<\/strong><br \/>\n    A kind of ability. Activated abilities are written as \u201c[Cost]: [Effect.] [Activation instructions (if any).]\u201d See rule <a href=\"#rule-113\">113<\/a>, \u201cAbilities,\u201d and rule <a href=\"#rule-602\">602<\/a>, \u201cActivating Activated Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Activation-Cost\"><strong>Activation Cost<\/strong><br \/>\n    Everything that appears before the colon in an activated ability\u2019s text. It must be paid to activate the ability. See rule <a href=\"#rule-118\">118<\/a>, \u201cCosts,\u201d and rule <a href=\"#rule-602\">602<\/a>, \u201cActivating Activated Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Active-Player\"><strong>Active Player<\/strong><br \/>\n    The player whose turn it is. See rule <a href=\"#rule-102-1\">102.1<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Active-Player-Nonactive-Player-Order\"><strong>Active Player, Nonactive Player Order<\/strong><br \/>\n    A system that determines the order by which players make choices if multiple players are instructed to make choices at the same time. See rule <a href=\"#rule-101-4\">101.4<\/a>. This rule is modified for games using the shared team turns option; see rule <a href=\"#rule-805-6\">805.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Active-Team\"><strong>Active Team<\/strong><br \/>\n    The team whose turn it is in a game using the shared team turns option. See rule <a href=\"#rule-805-4a\">805.4a<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Adapt\"><strong>Adapt<\/strong><br \/>\n    A keyword action that puts &#043;1\/&#043;1 counters on a creature that doesn\u2019t have any yet. See rule <a href=\"#rule-701-46\">701.46<\/a>, \u201cAdapt.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Additional-Cost\"><strong>Additional Cost<\/strong><br \/>\n    A cost a spell may have that its controller may pay (or, in some cases, must pay) in addition to its mana cost to cast that spell. See rule <a href=\"#rule-118\">118<\/a>, \u201cCosts,\u201d and rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Adventurer-Card\"><strong>Adventurer Card<\/strong><br \/>\n    Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Adventure spell type. See rule <a href=\"#rule-715\">715<\/a>, \u201cAdventurer Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Affinity\"><strong>Affinity<\/strong><br \/>\n    A keyword ability that reduces how much mana you need to spend to cast a spell. See rule <a href=\"#rule-702-41\">702.41<\/a>, \u201cAffinity.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Afflict\"><strong>Afflict<\/strong><br \/>\n    A keyword ability that makes the defending player lose life for blocking. See rule <a href=\"#rule-702-130\">702.130<\/a>, \u201cAfflict.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Afterlife\"><strong>Afterlife<\/strong><br \/>\n    A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule <a href=\"#rule-702-135\">702.135<\/a>, \u201cAfterlife.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Aftermath\"><strong>Aftermath<\/strong><br \/>\n    A keyword ability that lets a player cast one half of a split card only from their graveyard. See rule <a href=\"#rule-702-127\">702.127<\/a>, \u201cAftermath.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Airbend\"><strong>Airbend<\/strong><br \/>\n    A keyword action that exiles one or more permanents and\/or spells. The owner of each card exiled with airbend may cast it from exile by paying {2} rather than paying its mana cost. See rule <a href=\"#rule-701-65\">701.65<\/a>, \u201cAirbend.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Alternating-Teams-Variant\"><strong>Alternating Teams Variant<\/strong><br \/>\n    A multiplayer variant played among two or more teams of equal size. See rule <a href=\"#rule-811\">811<\/a>, \u201cAlternating Teams Variant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Alternative-Cost\"><strong>Alternative Cost<\/strong><br \/>\n    A cost a spell may have that its controller can pay rather than paying its mana cost. See rule <a href=\"#rule-118\">118<\/a>, \u201cCosts,\u201d and rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Alternate-Name\"><strong>Alternate Name<\/strong><br \/>\n    A different name used on promotional or alternate-art versions of some cards. This name has no rules meaning. See rule <a href=\"#rule-201-6\">201.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Amass\"><strong>Amass<\/strong><br \/>\n    A keyword action that gives you a Zombie Army creature token or grows an Army you already have. See rule <a href=\"#rule-701-47\">701.47<\/a>, \u201cAmass.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Amplify\"><strong>Amplify<\/strong><br \/>\n    A keyword ability than can have a creature enter the battlefield with &#043;1\/&#043;1 counters on it. See rule <a href=\"#rule-702-38\">702.38<\/a>, \u201cAmplify.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Anchor-Word\"><strong>Anchor Word<\/strong><br \/>\n    A word that precedes one of two abilities a permanent may enter the battlefield with. See rule <a href=\"#rule-614-12b\">614.12b<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Annihilator\"><strong>Annihilator<\/strong><br \/>\n    A keyword ability that can make a creature particularly brutal when it attacks. See rule <a href=\"#rule-702-86\">702.86<\/a>, \u201cAnnihilator.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Ante\"><strong>Ante<\/strong><br \/>\n    1. A zone used only when playing \u201cfor keeps.\u201d<br \/>\n    2. To put a card into the ante zone.<br \/>\n    See rule <a href=\"#rule-407\">407<\/a>, \u201cAnte.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Any-Target\"><strong>Any Target<\/strong><br \/>\n    A spell or ability may require \u201cany target.\u201d \u201cAny target\u201d is the same as \u201ctarget creature, player, or planeswalker.\u201d See rule <a href=\"#rule-115-4\">115.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"APNAP-Order\"><strong>APNAP Order<\/strong><br \/>\n    See <a href=\"#Active-Player-Nonactive-Player-Order\">Active Player, Nonactive Player Order<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Archenemy\"><strong>Archenemy<\/strong><br \/>\n    1. A casual variant in which a team of players faces off against a single opponent strengthened with powerful scheme cards. See rule <a href=\"#rule-904\">904<\/a>, \u201cArchenemy.\u201d<br \/>\n    2. A player in an Archenemy game who is playing with a scheme deck.<\/p>\n<p style=\"text-align: justify\" id=\"Archenemy-Commander\"><strong>Archenemy Commander<\/strong><br \/>\n    A Commander game that follows a modified version of the Archenemy rules. See rule <a href=\"#rule-903\">903<\/a>, \u201cCommander,\u201d and rule <a href=\"#rule-904\">904<\/a>, \u201cArchenemy.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Artifact\"><strong>Artifact<\/strong><br \/>\n    A card type. An artifact is a permanent. See rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Artifact-Creature\"><strong>Artifact Creature<\/strong><br \/>\n    A combination of artifact and creature that\u2019s subject to the rules for both. See rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts,\u201d and rule <a href=\"#rule-302\">302<\/a>, \u201cCreatures.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Artifact-Land\"><strong>Artifact Land<\/strong><br \/>\n    A combination of artifact and land that\u2019s subject to the rules for both. Artifact lands can only be played as lands, not cast as spells. See rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts,\u201d and rule <a href=\"#rule-305\">305<\/a>, \u201cLands.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Artifact-Type\"><strong>Artifact Type<\/strong><br \/>\n    A subtype that\u2019s correlated to the artifact card type. See rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts.\u201d See rule <a href=\"#rule-205-3g\">205.3g<\/a> for the list of artifact types.<\/p>\n<p style=\"text-align: justify\" id=\"As-Though\"><strong>As Though<\/strong><br \/>\n    Text used to indicate that the game, for some specific purpose, treats a condition as true even though it\u2019s not. See rule <a href=\"#rule-609-4\">609.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Ascend\"><strong>Ascend<\/strong><br \/>\n    A keyword causing a player to get the designation of the city\u2019s blessing once they control ten permanents. See rule <a href=\"#rule-702-131\">702.131<\/a>, \u201cAscend.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Assemble\"><strong>Assemble<\/strong><br \/>\n    Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Cards and mechanics from the Unstable set aren\u2019t included in these rules.<\/p>\n<p style=\"text-align: justify\" id=\"Assign-Combat-Damage\"><strong>Assign Combat Damage<\/strong><br \/>\n    To determine how an attacking or blocking creature will deal its combat damage. See rule <a href=\"#rule-510\">510<\/a>, \u201cCombat Damage Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Assist\"><strong>Assist<\/strong><br \/>\n    A keyword ability that lets another player help you pay for a spell. See rule <a href=\"#rule-702-132\">702.132<\/a>, \u201cAssist.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"At-End-of-Turn-(Obsolete)\"><strong>At End of Turn (Obsolete)<\/strong><br \/>\n    A trigger condition printed on abilities that triggered at the beginning of the end step (which is not the last thing to happen in the turn). Cards that were printed with that text have received errata in the Oracle card reference to say \u201cat the beginning of the end step\u201d or \u201cat the beginning of the next end step.\u201d See rule <a href=\"#rule-513\">513<\/a>, \u201cEnd Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Attach\"><strong>Attach<\/strong><br \/>\n    To take an Aura, Equipment, or Fortification from where it currently is and put it onto a specified object or player. See rule <a href=\"#rule-701-3\">701.3<\/a>, \u201cAttach.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Attack\"><strong>Attack<\/strong><br \/>\n    To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule <a href=\"#rule-508\">508<\/a>, \u201cDeclare Attackers Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Attack-Alone\"><strong>Attack Alone<\/strong><br \/>\n    A creature \u201cattacks alone\u201d if it\u2019s the only creature declared as an attacker during the declare attackers step. A creature \u201cis attacking alone\u201d if it\u2019s attacking but no other creatures are. See rule <a href=\"#rule-506-5\">506.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Attack-Left-Option\"><strong>Attack Left Option<\/strong><br \/>\n    An option that may be used in certain multiplayer variants. See rule <a href=\"#rule-803\">803<\/a>, \u201cAttack Left and Attack Right Options.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Attack-Multiple-Players-Option\"><strong>Attack Multiple Players Option<\/strong><br \/>\n    An option that may be used in certain multiplayer variants. See rule <a href=\"#rule-802\">802<\/a>, \u201cAttack Multiple Players Option.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Attack-Right-Option\"><strong>Attack Right Option<\/strong><br \/>\n    An option that may be used in certain multiplayer variants. See rule <a href=\"#rule-803\">803<\/a>, \u201cAttack Left and Attack Right Options.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Attacking-Creature\"><strong>Attacking Creature<\/strong><br \/>\n    A creature that has either been declared as part of a legal attack during the combat phase (once all costs to attack, if any, have been paid), or a creature that has been put onto the battlefield attacking. It remains an attacking creature until it\u2019s removed from combat or the combat phase ends, whichever comes first. See rule <a href=\"#rule-508\">508<\/a>, \u201cDeclare Attackers Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Attacking-Team\"><strong>Attacking Team<\/strong><br \/>\n    The team who can attack during the combat phase of a multiplayer game using the shared team turns option. See rule <a href=\"#rule-805\">805<\/a>, \u201cShared Team Turns Option.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Attacks-and-Isn\u2019t-Blocked\"><strong>Attacks and Isn\u2019t Blocked<\/strong><br \/>\n    An ability that triggers when a creature \u201cattacks and isn\u2019t blocked\u201d triggers when the creature becomes an unblocked attacking creature. See rule <a href=\"#rule-509-1h\">509.1h<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Attraction\"><strong>Attraction<\/strong><br \/>\n    An artifact type seen only on nontraditional Magic cards in the Unfinity expansion. See rule <a href=\"#rule-717\">717<\/a>, \u201cAttraction Cards,\u201d rule <a href=\"#rule-701-51\">701.51<\/a>, \u201cOpen an Attraction,\u201d and rule <a href=\"#rule-701-52\">701.52<\/a>, \u201cRoll to Visit Your Attractions.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Attraction-Deck\"><strong>Attraction Deck<\/strong><br \/>\n    An optional deck of at least three (in limited play) or ten (in constructed play) Attraction cards that can be used to support play with some cards from the Unfinity expansion. See rule <a href=\"#rule-717-2\">717.2<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Aura\"><strong>Aura<\/strong><br \/>\n    An enchantment subtype. Aura spells target objects or players, and Aura permanents are attached to objects or players. See rule <a href=\"#rule-303\">303<\/a>, \u201cEnchantments,\u201d and rule <a href=\"#rule-702-5\">702.5<\/a>, \u201cEnchant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Aura-Swap\"><strong>Aura Swap<\/strong><br \/>\n    A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule <a href=\"#rule-702-65\">702.65<\/a>, \u201cAura Swap.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Awaken\"><strong>Awaken<\/strong><br \/>\n    A keyword ability that lets you turn a land you control into a creature. See rule <a href=\"#rule-702-113\">702.113<\/a>, \u201cAwaken.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Background\"><strong>Background<\/strong><br \/>\n    An enchantment type that, in combination with the \u201cchoose a Background\u201d ability, may allow a legendary enchantment card to be your commander. See rule <a href=\"#rule-702-124\">702.124<\/a>, \u201cPartner,\u201d and rule <a href=\"#rule-903\">903<\/a>, \u201cCommander.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Backup\"><strong>Backup<\/strong><br \/>\n    A keyword ability that lets a creature give &#043;1\/&#043;1 counters to itself or another when it enters the battlefield. If a different creature is chosen, that creature also temporarily gains one or more abilities. See rule <a href=\"#rule-702-165\">702.165<\/a>, \u201cBackup.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Banding-\u201cBands-with-Other\u201d\"><strong>Banding, \u201cBands with Other\u201d<\/strong><br \/>\n    Banding is a keyword ability that modifies the rules for declaring attackers and assigning combat damage. \u201cBands with other\u201d is a specialized version of the ability. See rule <a href=\"#rule-702-22\">702.22<\/a>, \u201cBanding.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Bargain\"><strong>Bargain<\/strong><br \/>\n    Bargain is a keyword ability that represents an optional additional cost of sacrificing an artifact, enchantment, or token. A spell has been bargained if its controller declared the intention to pay that cost. See rule <a href=\"#rule-702-166\">702.166<\/a>, \u201cBargain.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Base-Power-Base-Toughness\"><strong>Base Power, Base Toughness<\/strong><br \/>\n    Effects that change the base power and\/or base toughness of a creature set one or both of those values to a specific number. See rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Basic\"><strong>Basic<\/strong><br \/>\n    A supertype that\u2019s normally relevant on lands. Any land with this supertype is a basic land. See rule <a href=\"#rule-205-4\">205.4<\/a>, \u201cSupertypes.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Basic-Landcycling\"><strong>Basic Landcycling<\/strong><br \/>\n    See <a href=\"#Typecycling\">Typecycling<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Basic-Land-Type\"><strong>Basic Land Type<\/strong><br \/>\n    There are five \u201cbasic land types\u201d: Plains, Island, Swamp, Mountain, and Forest. Each one has a mana ability associated with it. See rule <a href=\"#rule-305\">305<\/a>, \u201cLands.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Battle\"><strong>Battle<\/strong><br \/>\n    A card type. A battle is a permanent. See rule <a href=\"#rule-310\">310<\/a>, \u201cBattles.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Battle-Cry\"><strong>Battle Cry<\/strong><br \/>\n    A keyword ability that makes other attacking creatures better in combat. See rule <a href=\"#rule-702-91\">702.91<\/a>, \u201cBattle Cry.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Battlefield\"><strong>Battlefield<\/strong><br \/>\n    A zone. The battlefield is the zone in which permanents exist. It used to be known as the \u201cin-play\u201d zone. See rule <a href=\"#rule-403\">403<\/a>, \u201cBattlefield.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Becomes\"><strong>Becomes<\/strong><br \/>\n    A word used in some trigger events to indicate a change in status or characteristics. See rule <a href=\"#rule-603-2e\">603.2e<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Beginning-of-Combat-Step\"><strong>Beginning of Combat Step<\/strong><br \/>\n    Part of the turn. This step is the first step of the combat phase. See rule <a href=\"#rule-507\">507<\/a>, \u201cBeginning of Combat Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Beginning-Phase\"><strong>Beginning Phase<\/strong><br \/>\n    Part of the turn. This phase is the first phase of the turn. See rule <a href=\"#rule-501\">501<\/a>, \u201cBeginning Phase.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Behold\"><strong>Behold<\/strong><br \/>\n    A keyword action that allows a player to choose a permanent they control of a particular quality or reveal a card of that quality from their hand, usually to pay a cost or get an additional effect. See rule <a href=\"#rule-701-4\">701.4<\/a>, \u201cBehold.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Bestow\"><strong>Bestow<\/strong><br \/>\n    A keyword ability that lets a creature card be cast as an Aura. See rule <a href=\"#rule-702-103\">702.103<\/a>, \u201cBestow.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Blight\"><strong>Blight<\/strong><br \/>\n    A keyword action. To blight N means to put N -1\/-1 counters on a creature you control. See rule <a href=\"#rule-701-68\">701.68<\/a>, \u201cBlight.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Blitz\"><strong>Blitz<\/strong><br \/>\n    A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule <a href=\"#rule-702-152\">702.152<\/a>, \u201cBlitz.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Block\"><strong>Block<\/strong><br \/>\n    To send a creature into combat defensively. A creature can block an attacking creature. See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Block-Alone\"><strong>Block Alone<\/strong><br \/>\n    A creature \u201cblocks alone\u201d if it\u2019s the only creature declared as a blocker during the declare blockers step. A creature \u201cis blocking alone\u201d if it\u2019s blocking but no other creatures are. See rule <a href=\"#rule-506-5\">506.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Blocked-Creature\"><strong>Blocked Creature<\/strong><br \/>\n    An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it\u2019s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Blocking-Creature\"><strong>Blocking Creature<\/strong><br \/>\n    A creature that has either been declared as part of a legal block during the combat phase (once all costs to block, if any, have been paid), or a creature that has been put onto the battlefield blocking. It remains a blocking creature until it\u2019s removed from combat or the combat phase ends, whichever comes first. See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Blood-Token\"><strong>Blood Token<\/strong><br \/>\n    A Blood token is a colorless artifact token with \u201c{1}, {T}, Discard a card, Sacrifice this token: Draw a card.\u201d For more information about predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Bloodthirst\"><strong>Bloodthirst<\/strong><br \/>\n    A keyword ability that can have a creature enter the battlefield with &#043;1\/&#043;1 counters on it. See rule <a href=\"#rule-702-54\">702.54<\/a>, \u201cBloodthirst.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Boast\"><strong>Boast<\/strong><br \/>\n    A special kind of activated ability that can be activated only once each turn if the creature with the boast ability attacked that turn. See rule <a href=\"#rule-702-142\">702.142<\/a>, \u201cBoast.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Bolster\"><strong>Bolster<\/strong><br \/>\n    A keyword action that puts &#043;1\/&#043;1 counters on the weakest creature a player controls. See rule <a href=\"#rule-701-39\">701.39<\/a>, \u201cBolster.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Booster-Pack\"><strong>Booster Pack<\/strong><br \/>\n    A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule <a href=\"#rule-100-2b\">100.2b<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Brawl\"><strong>Brawl<\/strong><br \/>\n    An option for the Commander casual variant. See rule <a href=\"#rule-903-12\">903.12<\/a>, \u201cBrawl Option.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Bury-(Obsolete)\"><strong>Bury (Obsolete)<\/strong><br \/>\n    A term that meant \u201cput [a permanent] into its owner\u2019s graveyard.\u201d In general, cards that were printed with the term \u201cbury\u201d have received errata in the Oracle card reference to read, \u201cDestroy [a permanent]. It can\u2019t be regenerated,\u201d or \u201cSacrifice [a permanent].\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Bushido\"><strong>Bushido<\/strong><br \/>\n    A keyword ability that can make a creature better in combat. See rule <a href=\"#rule-702-45\">702.45<\/a>, \u201cBushido.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Buyback\"><strong>Buyback<\/strong><br \/>\n    A keyword ability of instants and sorceries that can let the spell return to its owner\u2019s hand as it resolves. See rule <a href=\"#rule-702-27\">702.27<\/a>, \u201cBuyback.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Card\"><strong>Card<\/strong><br \/>\n    The standard component of the game. Magic cards may be traditional or nontraditional. Tokens aren\u2019t considered cards. In the text of spells or abilities, the term \u201ccard\u201d is used only to refer to a card that\u2019s not on the battlefield or on the stack, such as a creature card in a player\u2019s hand. See rule <a href=\"#rule-108\">108<\/a>, \u201cCards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Card-Pool\"><strong>Card Pool<\/strong><br \/>\n    In a Limited format, the cards a player may use, in addition to basic land cards, to build their deck.<\/p>\n<p style=\"text-align: justify\" id=\"Card-Type\"><strong>Card Type<\/strong><br \/>\n    A characteristic. Except for abilities on the stack, each object has a card type, even if that object isn\u2019t a card. Each card type has its own rules. See rule <a href=\"#rule-205\">205<\/a>, \u201cType Line,\u201d and <a href=\"#section-3\">section 3, \u201cCard Types.\u201d<\/a><\/p>\n<p style=\"text-align: justify\" id=\"Cascade\"><strong>Cascade<\/strong><br \/>\n    A keyword ability that may let a player cast a random extra spell for no cost. See rule <a href=\"#rule-702-85\">702.85<\/a>, \u201cCascade.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Case\"><strong>Case<\/strong><br \/>\n    An enchantment subtype. Cases have a \u201cto solve\u201d ability that set a condition its controller must meet in order for the \u201csolved\u201d ability to take effect. See rule <a href=\"#rule-719\">719<\/a>, \u201cCase Cards.\u201d <\/p>\n<p style=\"text-align: justify\" id=\"Cast\"><strong>Cast<\/strong><br \/>\n    To take a card from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Caster-(Obsolete)\"><strong>Caster (Obsolete)<\/strong><br \/>\n    An obsolete term that referred to the player who cast a spell. In general, cards that were printed with the term \u201ccaster\u201d have received errata in the Oracle card reference to say \u201ccontroller.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Casting-Cost-(Obsolete)\"><strong>Casting Cost (Obsolete)<\/strong><br \/>\n    An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Casualty\"><strong>Casualty<\/strong><br \/>\n    A keyword ability that allows you to sacrifice a creature to create a copy of a spell. See <a href=\"#rule-702-153\">702.153<\/a>, \u201cCasualty.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Champion-Championed\"><strong>Champion, Championed<\/strong><br \/>\n    \u201cChampion\u201d is a keyword ability that lets one creature temporarily replace another. A permanent is \u201cchampioned\u201d by another permanent if the latter exiles the former as the direct result of a champion ability. See rule <a href=\"#rule-702-72\">702.72<\/a>, \u201cChampion.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Change-a-Target\"><strong>Change a Target<\/strong><br \/>\n    To choose a new, legal target for a spell or ability. See rule <a href=\"#rule-115-7\">115.7<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Changeling\"><strong>Changeling<\/strong><br \/>\n    A characteristic-defining ability that grants the object it\u2019s on every creature type. See rule <a href=\"#rule-702-73\">702.73<\/a>, \u201cChangeling.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Chaos-Ability\"><strong>Chaos Ability<\/strong><br \/>\n    An ability of a plane card that triggers \u201cWhenever chaos ensues\u201d in the Planechase casual variant. See rule <a href=\"#rule-311-7\">311.7<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Chaos-Symbol\"><strong>Chaos Symbol<\/strong><br \/>\n    The chaos symbol appears on the planar die and near some triggered abilities of plane cards in the Planechase casual variant. See rule <a href=\"#rule-107-12\">107.12<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Characteristics\"><strong>Characteristics<\/strong><br \/>\n    Information that defines an object. See rule <a href=\"#rule-109-3\">109.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Characteristic-Defining-Ability\"><strong>Characteristic-Defining Ability<\/strong><br \/>\n    A kind of static ability that conveys information about an object\u2019s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power\/toughness box). See rule <a href=\"#rule-604-3\">604.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Choose-a-Background\"><strong>Choose a Background<\/strong><br \/>\n    A variant of the partner ability that lets two legendary permanent cards be your commander in the Commander variant rather than one if one of them has the \u201cchoose a Background\u201d ability and the other is a Background enchantment card. See rule <a href=\"#rule-702-124\">702.124<\/a>, \u201cPartner,\u201d and rule <a href=\"#rule-903\">903<\/a>, \u201cCommander.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Cipher\"><strong>Cipher<\/strong><br \/>\n    A keyword ability that allows you to encode a card on a creature and cast that card whenever that creature deals combat damage to a player. See rule <a href=\"#rule-702-99\">702.99<\/a>, \u201cCipher.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"City\u2019s-Blessing\"><strong>City\u2019s Blessing<\/strong><br \/>\n    A designation a player can have. The ascend keyword causes a player to get this designation once they control ten permanents. See rule <a href=\"#rule-702-131\">702.131<\/a>, \u201cAscend.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Clash\"><strong>Clash<\/strong><br \/>\n    To have a mini-contest involving the top cards of players\u2019 libraries. See rule <a href=\"#rule-701-30\">701.30<\/a>, \u201cClash.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Class\"><strong>Class<\/strong><br \/>\n    An enchantment subtype. Classes have a number of class level abilities that increase their level and grant them new abilities. See rule <a href=\"#rule-716\">716<\/a>, \u201cClass Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Cleanup-Step\"><strong>Cleanup Step<\/strong><br \/>\n    Part of the turn. This step is the second and final step of the ending phase. See rule <a href=\"#rule-514\">514<\/a>, \u201cCleanup Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Cleave\"><strong>Cleave<\/strong><br \/>\n    A keyword ability that allows you to pay an alternative cost to remove some of a spell\u2019s text. See rule <a href=\"#rule-702-148\">702.148<\/a>, \u201cCleave.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Cloak\"><strong>Cloak<\/strong><br \/>\n    A keyword action that puts a card onto the battlefield face down as a 2\/2 creature with ward {2}. See rule <a href=\"#rule-701-58\">701.58<\/a>, \u201cCloak,\u201d and rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Clue-Token\"><strong>Clue Token<\/strong><br \/>\n    A Clue token is a colorless artifact token with \u201c{2}, Sacrifice this token: Draw a card.\u201d For more information about predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Collect-Evidence\"><strong>Collect Evidence<\/strong><br \/>\n    A keyword action. To \u201ccollect evidence N\u201d means to exile any number of cards from your graveyard with total mana value N or greater. See rule <a href=\"#rule-701-59\">701.59<\/a>, \u201cCollect Evidence.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Collector-Number\"><strong>Collector Number<\/strong><br \/>\n    A number printed on most cards that has no effect on game play. See rule <a href=\"#rule-213\">213<\/a>, \u201cInformation Below the Text Box.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Color\"><strong>Color<\/strong><br \/>\n    1. A characteristic of an object. See rule <a href=\"#rule-105\">105<\/a>, \u201cColors,\u201d and rule <a href=\"#rule-202\">202<\/a>, \u201cMana Cost and Color.\u201d<br \/>\n    2. An attribute mana may have. See rule <a href=\"#rule-106\">106<\/a>, \u201cMana.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Colorless\"><strong>Colorless<\/strong><br \/>\n    1. An object with no color is colorless. Colorless is not a color. See rule <a href=\"#rule-105\">105<\/a>, \u201cColors,\u201d and rule <a href=\"#rule-202\">202<\/a>, \u201cMana Cost and Color.\u201d<br \/>\n    2. A type of mana. See rule <a href=\"#rule-106\">106<\/a>, \u201cMana,\u201d and rule <a href=\"#rule-107-4c\">107.4c<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Color-Identity\"><strong>Color Identity<\/strong><br \/>\n    A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule <a href=\"#rule-903-4\">903.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Color-Indicator\"><strong>Color Indicator<\/strong><br \/>\n    A characteristic of an object. See rule <a href=\"#rule-105\">105<\/a>, \u201cColors,\u201d and rule <a href=\"#rule-204\">204<\/a>, \u201cColor Indicator.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Combat-Damage\"><strong>Combat Damage<\/strong><br \/>\n    Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule <a href=\"#rule-510\">510<\/a>, \u201cCombat Damage Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Combat-Damage-Step\"><strong>Combat Damage Step<\/strong><br \/>\n    Part of the turn. This step is the fourth step of the combat phase. See rule <a href=\"#rule-510\">510<\/a>, \u201cCombat Damage Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Combat-Phase\"><strong>Combat Phase<\/strong><br \/>\n    Part of the turn. This phase is the third phase of the turn. See rule <a href=\"#rule-506\">506<\/a>, \u201cCombat Phase.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Command\"><strong>Command<\/strong><br \/>\n    A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. See rule <a href=\"#rule-408\">408<\/a>, \u201cCommand.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Commander\"><strong>Commander<\/strong><br \/>\n    1. A casual variant in which each deck is led by a legendary card (usually a creature). See rule <a href=\"#rule-903\">903<\/a>, \u201cCommander.\u201d<br \/>\n    2. A designation given to one legendary card in each player\u2019s deck in the Commander casual variant.<\/p>\n<p style=\"text-align: justify\" id=\"Commander-Draft\"><strong>Commander Draft<\/strong><br \/>\n    A casual variant in which players participate in a booster draft and then play multiplayer games. See rule <a href=\"#rule-903-13\">903.13<\/a>, \u201cCommander Draft.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Commander-Ninjutsu\"><strong>Commander Ninjutsu<\/strong><br \/>\n    A variant of the ninjutsu ability. See rule <a href=\"#rule-702-49\">702.49<\/a>, \u201cNinjutsu.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Commander-Tax\"><strong>Commander Tax<\/strong><br \/>\n    Informal term for the additional cost to cast a commander based on the number of times a player has cast it previously this game. See rule <a href=\"#rule-903-8\">903.8<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Companion\"><strong>Companion<\/strong><br \/>\n    A keyword ability that allows a player to choose one creature card from outside the game as a companion if the restriction of that card\u2019s companion ability is met. Once a player has chosen a companion, that player may pay {3} to put it into their hand once during the game. See rule <a href=\"#rule-702-139\">702.139<\/a>, \u201cCompanion.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Compleated\"><strong>Compleated<\/strong><br \/>\n    A keyword ability that causes a planeswalker to enter the battlefield with fewer loyalty counters if a player chose to pay life for Phyrexian mana symbols in its cost. See rule <a href=\"#rule-702-150\">702.150<\/a>, \u201cCompleated.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Complete-a-Dungeon\"><strong>Complete a Dungeon<\/strong><br \/>\n    To remove a dungeon card from the game after reaching that dungeon card\u2019s bottommost room. See rule <a href=\"#rule-309\">309<\/a>, \u201cDungeons.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Concede\"><strong>Concede<\/strong><br \/>\n    To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule <a href=\"#rule-104\">104<\/a>, \u201cEnding the Game.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Connive\"><strong>Connive<\/strong><br \/>\n    A keyword action that causes a player to draw a card, discard a card, and then to put a &#043;1\/&#043;1 counter on a creature if a nonland card was discarded this way. See rule <a href=\"#rule-701-50\">701.50<\/a>, \u201cConnive.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Conspiracy\"><strong>Conspiracy<\/strong><br \/>\n    A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule <a href=\"#rule-315\">315<\/a>, \u201cConspiracies.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Conspiracy-Draft\"><strong>Conspiracy Draft<\/strong><br \/>\n    A casual variant in which players participate in a booster draft and then play multiplayer games. See rule <a href=\"#rule-905\">905<\/a>, \u201cConspiracy Draft.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Conspire\"><strong>Conspire<\/strong><br \/>\n    A keyword ability that creates a copy of a spell. See rule <a href=\"#rule-702-78\">702.78<\/a>, \u201cConspire.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Constructed\"><strong>Constructed<\/strong><br \/>\n    A way of playing in which each player creates their own deck ahead of time. See rule <a href=\"#rule-100-2a\">100.2a<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Continuous-Effect\"><strong>Continuous Effect<\/strong><br \/>\n    An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. See rule <a href=\"#rule-611\">611<\/a>, \u201cContinuous Effects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Continuous-Artifact-(Obsolete)\"><strong>Continuous Artifact (Obsolete)<\/strong><br \/>\n    An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with this text have received errata in the Oracle card reference to simply say \u201cArtifact.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Control-Controller\"><strong>Control, Controller<\/strong><br \/>\n    \u201cControl\u201d is the system that determines who gets to use an object in the game. An object\u2019s \u201ccontroller\u201d is the player who currently controls it. See rule <a href=\"#rule-108-4\">108.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Control-Another-Player\"><strong>Control Another Player<\/strong><br \/>\n    To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any objects. See rule <a href=\"#rule-722\">722<\/a>, \u201cControlling Another Player.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Convert\"><strong>Convert<\/strong><br \/>\n    To turn a double-faced card so its other face is up. See rule <a href=\"#rule-701-28\">701.28<\/a>, \u201cConvert.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Converted-Mana-Cost-(Obsolete)\"><strong>Converted Mana Cost (Obsolete)<\/strong><br \/>\n    An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Convoke\"><strong>Convoke<\/strong><br \/>\n    A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule <a href=\"#rule-702-51\">702.51<\/a>, \u201cConvoke.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Copiable-Values\"><strong>Copiable Values<\/strong><br \/>\n    Values of an object\u2019s characteristics that are checked by copy effects. See rules <a href=\"#rule-613-2\">613.2<\/a>, <a href=\"#rule-707-2\">707.2<\/a>, and <a href=\"#rule-707-3\">707.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Copy\"><strong>Copy<\/strong><br \/>\n    1. To create a new object whose copiable values have been set to those of another object.<br \/>\n    2. An object whose copiable values have been set to those of another object.<br \/>\n    See rule <a href=\"#rule-707\">707<\/a>, \u201cCopying Objects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Cost\"><strong>Cost<\/strong><br \/>\n    An action or payment necessary to take another action or to stop another action from taking place. See rule <a href=\"#rule-118\">118<\/a>, \u201cCosts.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Counter\"><strong>Counter<\/strong><br \/>\n    1. To cancel a spell or ability so it doesn\u2019t resolve and none of its effects occur. See rule <a href=\"#rule-701-6\">701.6<\/a>, \u201cCounter.\u201d<br \/>\n    2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule <a href=\"#rule-122\">122<\/a>, \u201cCounters.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Counts-As-(Obsolete)\"><strong>Counts As (Obsolete)<\/strong><br \/>\n    Some older cards were printed with text stating that the card \u201ccounts as\u201d something. Cards printed with this text have received errata in the Oracle card reference to state that the card actually is that thing.<\/p>\n<p style=\"text-align: justify\" id=\"Craft\"><strong>Craft<\/strong><br \/>\n    Craft is an activated ability that allows a player to exile cards from their graveyard and\/or permanents they control to exile the permanent with the craft ability and return it onto the battlefield transformed. See rule <a href=\"#rule-702-167\">702.167<\/a>, \u201cCraft.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Create\"><strong>Create<\/strong><br \/>\n    To create a token is to put a token onto the battlefield. See rule <a href=\"#rule-701-7\">701.7<\/a>, \u201cCreate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Creature\"><strong>Creature<\/strong><br \/>\n    A card type. A creature is a permanent. See rule <a href=\"#rule-302\">302<\/a>, \u201cCreatures.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Creature-Type\"><strong>Creature Type<\/strong><br \/>\n    A subtype that\u2019s correlated to the creature card type and the kindred card type. See rule <a href=\"#rule-302\">302<\/a>, \u201cCreatures,\u201d and rule <a href=\"#rule-308\">308<\/a>, \u201cKindreds.\u201d See rule <a href=\"#rule-205-3m\">205.3m<\/a> for the list of creature types.<\/p>\n<p style=\"text-align: justify\" id=\"Crew\"><strong>Crew<\/strong><br \/>\n    A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts,\u201d and rule <a href=\"#rule-702-122\">702.122<\/a>, \u201cCrew.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Crime\"><strong>Crime<\/strong><br \/>\n    Targeting an opponent, anything that opponent controls, and\/or any cards in an opponent\u2019s graveyard is a crime. See rule <a href=\"#rule-700-13\">700.13<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Cumulative-Upkeep\"><strong>Cumulative Upkeep<\/strong><br \/>\n    A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule <a href=\"#rule-702-24\">702.24<\/a>, \u201cCumulative Upkeep.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Cycling\"><strong>Cycling<\/strong><br \/>\n    A keyword ability that lets a card be discarded and replaced with a new card. See rule <a href=\"#rule-702-29\">702.29<\/a>, \u201cCycling.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Damage\"><strong>Damage<\/strong><br \/>\n    Objects can deal \u201cdamage\u201d to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. See rule <a href=\"#rule-120\">120<\/a>, \u201cDamage.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Damage-Assignment-Order-(Obsolete)\"><strong>Damage Assignment Order (Obsolete)<\/strong><br \/>\n    Previously, if a creature blocks or becomes blocked by multiple creatures, the creature\u2019s controller would be required to choose an order in which it would assign combat damage to the creatures blocking or blocked by it. Now, its controller no longer needs to assign an order, and simply divides its combat damage as they choose among all creatures it\u2019s blocking or blocked by. See rules <a href=\"#rule-510-1c\">510.1c<\/a>-d.<\/p>\n<p style=\"text-align: justify\" id=\"Dash\"><strong>Dash<\/strong><br \/>\n    A keyword ability found on creature cards that allows them to be cast for an alternative cost. See rule <a href=\"#rule-702-109\">702.109<\/a>, \u201cDash.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Day\"><strong>Day<\/strong><br \/>\n    Along with night, a designation the game can have. See rule <a href=\"#rule-730\">730<\/a>, \u201cDay and Night,\u201d and rule <a href=\"#rule-702-145\">702.145<\/a>, \u201cDaybound and Nightbound.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Daybound\"><strong>Daybound<\/strong><br \/>\n    An ability found on the front faces of some double-faced cards. Cards with daybound and nightbound are face up when it\u2019s day and face down when it\u2019s night. See rule <a href=\"#rule-702-145\">702.145<\/a>, \u201cDaybound and Nightbound,\u201d and rule <a href=\"#rule-730\">730<\/a>, \u201cDay and Night.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Deal\"><strong>Deal<\/strong><br \/>\n    See <a href=\"#Damage\">Damage<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Deathtouch\"><strong>Deathtouch<\/strong><br \/>\n    A keyword ability that causes damage dealt by an object to be especially effective. See rule <a href=\"#rule-702-2\">702.2<\/a>, \u201cDeathtouch.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Decayed\"><strong>Decayed<\/strong><br \/>\n    A keyword ability that means \u201cThis creature can\u2019t block\u201d and \u201cWhen this creature attacks, sacrifice it at end of combat. See rule <a href=\"#rule-702-147\">702.147<\/a>, \u201cDecayed.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Deck\"><strong>Deck<\/strong><br \/>\n    The collection of cards a player starts the game with; it becomes that player\u2019s library. See rule <a href=\"#rule-100\">100<\/a>, \u201cGeneral,\u201d and rule <a href=\"#rule-103\">103<\/a>, \u201cStarting the Game.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Declare-Attackers\"><strong>Declare Attackers<\/strong><br \/>\n    To choose a set of creatures that will attack, declare whether each creature is attacking the defending player or a planeswalker that player controls, and pay any costs required to allow those creatures to attack. See rule <a href=\"#rule-508-1\">508.1<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Declare-Attackers-Step\"><strong>Declare Attackers Step<\/strong><br \/>\n    Part of the turn. This step is the second step of the combat phase. See rule <a href=\"#rule-508\">508<\/a>, \u201cDeclare Attackers Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Declare-Blockers\"><strong>Declare Blockers<\/strong><br \/>\n    To choose a set of creatures that will block, declare which attacking creature each creature is blocking, and pay any costs required to allow those creatures to block. See rule <a href=\"#rule-509-1\">509.1<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Declare-Blockers-Step\"><strong>Declare Blockers Step<\/strong><br \/>\n    Part of the turn. This step is the third step of the combat phase. See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Defender\"><strong>Defender<\/strong><br \/>\n    A keyword ability that prohibits a creature from attacking. See rule <a href=\"#rule-702-3\">702.3<\/a>, \u201cDefender.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Defending-Player\"><strong>Defending Player<\/strong><br \/>\n    The player who can be attacked, and whose planeswalkers can be attacked, during the combat phase. See rule <a href=\"#rule-506-2\">506.2<\/a>. In certain multiplayer games, there may be more than one defending player; see rule <a href=\"#rule-802\">802<\/a>, \u201cAttack Multiple Players Option,\u201d and rule <a href=\"#rule-805-10\">805.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Defending-Team\"><strong>Defending Team<\/strong><br \/>\n    The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a multiplayer game using the shared team turns option. See rule <a href=\"#rule-805\">805<\/a>, \u201cShared Team Turns Option.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Defense\"><strong>Defense<\/strong><br \/>\n    1. Part of a card that only battle cards have. A battle card\u2019s defense is printed in its lower right corner. See rule <a href=\"#rule-210\">210<\/a>, \u201cDefense.\u201d<br \/>\n    2. A characteristic that only battles can have. See rule <a href=\"#rule-310\">310<\/a>, \u201cBattles.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Delayed-Triggered-Ability\"><strong>Delayed Triggered Ability<\/strong><br \/>\n    An ability created by effects generated when some spells or abilities resolve, or when some replacement effects are applied, that does something later on rather than at that time. See rule <a href=\"#rule-603-7\">603.7<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Delve\"><strong>Delve<\/strong><br \/>\n    A keyword ability that lets you exile cards from your graveyard rather than pay generic mana to cast a spell. See rule <a href=\"#rule-702-66\">702.66<\/a>, \u201cDelve.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Demonstrate\"><strong>Demonstrate<\/strong><br \/>\n    A triggered ability found on some spells that let its controller copy it and choose an opponent to also copy it. See rule <a href=\"#rule-702-144\">702.144<\/a>, \u201cDemonstrate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Dependency\"><strong>Dependency<\/strong><br \/>\n    A system that may be used to determine in which order continuous effects in the same layer or sublayer are applied. See rule <a href=\"#rule-613-8\">613.8<\/a>. See also <a href=\"#Timestamp-Order\">Timestamp Order<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Deploy-Creatures-Option\"><strong>Deploy Creatures Option<\/strong><br \/>\n    An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule <a href=\"#rule-804\">804<\/a>, \u201cDeploy Creatures Option.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Destroy\"><strong>Destroy<\/strong><br \/>\n    To move a permanent from the battlefield to its owner\u2019s graveyard. See rule <a href=\"#rule-701-8\">701.8<\/a>, \u201cDestroy.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Detain\"><strong>Detain<\/strong><br \/>\n    A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule <a href=\"#rule-701-35\">701.35<\/a>, \u201cDetain.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Dethrone\"><strong>Dethrone<\/strong><br \/>\n    A keyword ability that puts a &#043;1\/&#043;1 counter on a creature when it attacks the player with the most life. See rule <a href=\"#rule-702-105\">702.105<\/a>, \u201cDethrone.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Devoid\"><strong>Devoid<\/strong><br \/>\n    A characteristic-defining ability that makes an object colorless. See rule <a href=\"#rule-702-114\">702.114<\/a>, \u201cDevoid.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Devotion\"><strong>Devotion<\/strong><br \/>\n    A numerical value a player has, equal to the number of mana symbols of a certain color among the mana costs of permanents that player controls. See rule <a href=\"#rule-700-5\">700.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Devour\"><strong>Devour<\/strong><br \/>\n    A keyword ability that can have a creature enter the battlefield with &#043;1\/&#043;1 counters on it. See rule <a href=\"#rule-702-82\">702.82<\/a>, \u201cDevour.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Dies\"><strong>Dies<\/strong><br \/>\n    A creature or planeswalker \u201cdies\u201d if it is put into a graveyard from the battlefield. See rule <a href=\"#rule-700-4\">700.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Discard\"><strong>Discard<\/strong><br \/>\n    To move a card from its owner\u2019s hand to that player\u2019s graveyard. See rule <a href=\"#rule-701-9\">701.9<\/a>, \u201cDiscard.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Discover\"><strong>Discover<\/strong><br \/>\n    A keyword ability that may allow a player to cast a random spell for free. See rule <a href=\"#rule-701-57\">701.57<\/a>, \u201cDiscover.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Disguise\"><strong>Disguise<\/strong><br \/>\n    A keyword ability that lets a card be cast face down as a 2\/2 creature with ward {2}. See rule <a href=\"#rule-702-168\">702.168<\/a>, \u201cDisguise,\u201d and rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Disturb\"><strong>Disturb<\/strong><br \/>\n    A keyword ability that allows a player to cast a double-faced card transformed from the graveyard. See rule <a href=\"#rule-702-146\">702.146<\/a>, \u201cDisturb.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Doctor\u2019s-Companion\"><strong>Doctor\u2019s Companion<\/strong><br \/>\n    A partner ability that allows a player to play with two legendary creature cards as their commander if one of them has Doctor\u2019s companion and the other is a Time Lord Doctor with no other creature types.<\/p>\n<p style=\"text-align: justify\" id=\"Door\"><strong>Door<\/strong><br \/>\n    A door is one half of a Room permanent. See rule <a href=\"#rule-709\">709<\/a>, \u201cSplit Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Double\"><strong>Double<\/strong><br \/>\n    A keyword action used in a variety of contexts. See rule <a href=\"#rule-701-10\">701.10<\/a>, \u201cDouble.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Double-Agenda\"><strong>Double Agenda<\/strong><br \/>\n    A variant of the hidden agenda ability. See rule <a href=\"#rule-702-106\">702.106<\/a>, \u201cHidden Agenda.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Double-Strike\"><strong>Double Strike<\/strong><br \/>\n    A keyword ability that lets a creature deal its combat damage twice. See rule <a href=\"#rule-702-4\">702.4<\/a>, \u201cDouble Strike.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Double-Faced-Cards\"><strong>Double-Faced Cards<\/strong><br \/>\n    Cards with two faces, one on each side of the card, and no Magic card back. See rule <a href=\"#rule-712\">712<\/a>, \u201cDouble-Faced Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Draft\"><strong>Draft<\/strong><br \/>\n    1. A Limited format in which players choose cards one at a time from booster packs, then construct a deck solely from the chosen cards and basic land cards.<br \/>\n    2. To choose a card during a draft and put it into your card pool.<\/p>\n<p style=\"text-align: justify\" id=\"Draft-Round\"><strong>Draft Round<\/strong><br \/>\n    Part of a draft in which each player opens an unopened booster pack and the cards in those booster packs are drafted. See rules <a href=\"#rule-905-1a\">905.1a<\/a> and <a href=\"#rule-905-1b\">905.1b<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Draw\"><strong>Draw<\/strong><br \/>\n    1. To put the top card of a player\u2019s library into their hand as a turn-based action or as the result of an effect that uses the word \u201cdraw.\u201d See rule <a href=\"#rule-121\">121<\/a>, \u201cDrawing a Card.\u201d<br \/>\n    2. The result of a game in which neither player wins or loses. See rule <a href=\"#rule-104-4\">104.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Draw-Step\"><strong>Draw Step<\/strong><br \/>\n    Part of the turn. This step is the third and final step of the beginning phase. See rule <a href=\"#rule-504\">504<\/a>, \u201cDraw Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Dredge\"><strong>Dredge<\/strong><br \/>\n    A keyword ability that lets a player return a card from their graveyard to their hand. See rule <a href=\"#rule-702-52\">702.52<\/a>, \u201cDredge.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Dungeon\"><strong>Dungeon<\/strong><br \/>\n    A card type found on nontraditional Magic cards. A dungeon card is not a permanent. See rule <a href=\"#rule-309\">309<\/a>, \u201cDungeons.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"During-(Obsolete)\"><strong>During (Obsolete)<\/strong><br \/>\n    Some older cards used the phrase \u201cduring [phase], [action].\u201d These abilities were called \u201cphase abilities.\u201d In general, cards that were printed with phase abilities have received errata in the Oracle card reference so they have abilities that trigger at the beginning of a step or phase. \u201cDuring\u201d still appears in current card text, but only in its normal English sense and not as game terminology.<\/p>\n<p style=\"text-align: justify\" id=\"Earthbend\"><strong>Earthbend<\/strong><br \/>\n    A keyword action that causes a land to become a 0\/0 creature with haste in addition to its other types and puts a number of &#043;1\/&#043;1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control. See <a href=\"#rule-701-66\">701.66<\/a>, \u201cEarthbend.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Echo\"><strong>Echo<\/strong><br \/>\n    A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule <a href=\"#rule-702-30\">702.30<\/a>, \u201cEcho.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"EDH-(Obsolete)\"><strong>EDH (Obsolete)<\/strong><br \/>\n    An older name for the Commander casual variant. See rule <a href=\"#rule-903\">903<\/a>, \u201cCommander.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Effect\"><strong>Effect<\/strong><br \/>\n    Something that happens in the game as a result of a spell or ability. See rule <a href=\"#rule-609\">609<\/a>, \u201cEffects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Embalm\"><strong>Embalm<\/strong><br \/>\n    A keyword ability that lets a player exile a creature card from their graveyard to create a mummified token version of that card. See rule <a href=\"#rule-702-128\">702.128<\/a>, \u201cEmbalm.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Emblem\"><strong>Emblem<\/strong><br \/>\n    An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule <a href=\"#rule-114\">114<\/a>, \u201cEmblems.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Emerge\"><strong>Emerge<\/strong><br \/>\n    A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule <a href=\"#rule-702-119\">702.119<\/a>, \u201cEmerge.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Emperor\"><strong>Emperor<\/strong><br \/>\n    The middle player on each team in an Emperor game. See rule <a href=\"#rule-809\">809<\/a>, \u201cEmperor Variant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Emperor-Variant\"><strong>Emperor Variant<\/strong><br \/>\n    A multiplayer variant played among three-player teams. See rule <a href=\"#rule-809\">809<\/a>, \u201cEmperor Variant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Enchant\"><strong>Enchant<\/strong><br \/>\n    A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule <a href=\"#rule-303\">303<\/a>, \u201cEnchantments,\u201d and rule <a href=\"#rule-702-5\">702.5<\/a>, \u201cEnchant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Enchantment\"><strong>Enchantment<\/strong><br \/>\n    A card type. An enchantment is a permanent. See rule <a href=\"#rule-303\">303<\/a>, \u201cEnchantments.\u201d See also <a href=\"#Aura\">Aura<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Enchantment-Type\"><strong>Enchantment Type<\/strong><br \/>\n    A subtype that\u2019s correlated to the enchantment card type. See rule <a href=\"#rule-303\">303<\/a>, \u201cEnchantments.\u201d See rule <a href=\"#rule-205-3h\">205.3h<\/a> for the list of enchantment types.<\/p>\n<p style=\"text-align: justify\" id=\"Encoded\"><strong>Encoded<\/strong><br \/>\n    A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule <a href=\"#rule-702-99\">702.99<\/a>, \u201cCipher.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Encore\"><strong>Encore<\/strong><br \/>\n    A keyword ability that lets a player exile a creature card from their graveyard to, for each opponent, create a token that\u2019s a copy of that card to attack that opponent. See rule <a href=\"#rule-702-141\">702.141<\/a>, \u201cEncore\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Encounter\"><strong>Encounter<\/strong><br \/>\n    To move a phenomenon card off the top of a planar deck and turn it face up. See rule <a href=\"#rule-312\">312<\/a>, \u201cPhenomena.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"End-of-Combat-Step\"><strong>End of Combat Step<\/strong><br \/>\n    Part of the turn. This step is the fifth and final step of the combat phase. See rule <a href=\"#rule-511\">511<\/a>, \u201cEnd of Combat Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"End-Step\"><strong>End Step<\/strong><br \/>\n    Part of the turn. This step is the first step of the ending phase. See rule <a href=\"#rule-513\">513<\/a>, \u201cEnd Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"End-the-Combat-Phase\"><strong>End the Combat Phase<\/strong><br \/>\n    To \u201cend the combat phase\u201d as the result of an effect is to perform an expedited process that skips everything else that would happen that phase. See rule <a href=\"#rule-723\">723<\/a>, \u201cEnding Turns and Phases.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"End-the-Turn\"><strong>End the Turn<\/strong><br \/>\n    To \u201cend the turn\u201d as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule <a href=\"#rule-723\">723<\/a>, \u201cEnding Turns and Phases.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Ending-Phase\"><strong>Ending Phase<\/strong><br \/>\n    Part of the turn. This phase is the fifth and final phase of the turn. See rule <a href=\"#rule-512\">512<\/a>, \u201cEnding Phase.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Endure\"><strong>Endure<\/strong><br \/>\n    A keyword ability that lets you choose put &#043;1\/&#043;1 counters on a creature or create a Spirit creature token. See rule <a href=\"#rule-702-62\">702.62<\/a>, \u201cEndure.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Energy-Symbol\"><strong>Energy Symbol<\/strong><br \/>\n    The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from themselves.<\/p>\n<p style=\"text-align: justify\" id=\"Enlist\"><strong>Enlist<\/strong><br \/>\n    A keyword ability that allows a creature that could have attacked to support another creature. See rule <a href=\"#rule-702-154\">702.154<\/a>, \u201cEnlist.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Enter\"><strong>Enter<\/strong><br \/>\n    In rules text, to enter the battlefield. See \u201cEnters the Battlefield.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Enters-the-Battlefield\"><strong>Enters the Battlefield<\/strong><br \/>\n    A nontoken permanent enters the battlefield when it\u2019s moved onto the battlefield from another zone. A token enters the battlefield as it\u2019s created. See rules <a href=\"#rule-403-3\">403.3<\/a>, <a href=\"#rule-603-6a\">603.6a<\/a>, <a href=\"#rule-603-6d\">603.6d<\/a>, and <a href=\"#rule-614-12\">614.12<\/a>. This phrase has been shortened to simply \u201centers\u201d in rules text on cards in most contexts.<\/p>\n<p style=\"text-align: justify\" id=\"Entwine\"><strong>Entwine<\/strong><br \/>\n    A keyword ability that lets a player choose all modes for a spell rather than just the number specified. See rule <a href=\"#rule-702-42\">702.42<\/a>, \u201cEntwine.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Epic\"><strong>Epic<\/strong><br \/>\n    A keyword ability that lets a player copy a spell at the beginning of each of their upkeeps at the expense of casting any other spells for the rest of the game. See rule <a href=\"#rule-702-50\">702.50<\/a>, \u201cEpic.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Equip\"><strong>Equip<\/strong><br \/>\n    A keyword ability that lets a player attach an Equipment to a creature they control. See rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts,\u201d and rule <a href=\"#rule-702-6\">702.6<\/a>, \u201cEquip.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Equipment\"><strong>Equipment<\/strong><br \/>\n    An artifact subtype. Equipment can be attached to creatures. See rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts,\u201d and rule <a href=\"#rule-702-6\">702.6<\/a>, \u201cEquip.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Escalate\"><strong>Escalate<\/strong><br \/>\n    A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule <a href=\"#rule-702-120\">702.120<\/a>, \u201cEscalate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Escape\"><strong>Escape<\/strong><br \/>\n    A keyword ability that lets a player cast a card from their graveyard. See rule <a href=\"#rule-702-138\">702.138<\/a>, \u201cEscape.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Eternalize\"><strong>Eternalize<\/strong><br \/>\n    A keyword ability that lets a player exile a creature card from their graveyard to create an eternalized token version of that card. See rule <a href=\"#rule-702-129\">702.129<\/a>, \u201cEternalize.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Evasion-Ability\"><strong>Evasion Ability<\/strong><br \/>\n    An ability that restricts what creatures can block an attacking creature. See rules <a href=\"#rule-509-1b\">509.1b\u2013c<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Event\"><strong>Event<\/strong><br \/>\n    Anything that happens in a game. See rule <a href=\"#rule-700-1\">700.1<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Evoke\"><strong>Evoke<\/strong><br \/>\n    A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule <a href=\"#rule-702-74\">702.74<\/a>, \u201cEvoke.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Evolve\"><strong>Evolve<\/strong><br \/>\n    A keyword ability that lets you put a &#043;1\/&#043;1 counter on a creature when a larger creature enters the battlefield under your control. See rule <a href=\"#rule-702-100\">702.100<\/a>, \u201cEvolve.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Exalted\"><strong>Exalted<\/strong><br \/>\n    A keyword ability that can make a creature better in combat. See rule <a href=\"#rule-702-83\">702.83<\/a>, \u201cExalted.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Exchange\"><strong>Exchange<\/strong><br \/>\n    To swap two things, such as objects, sets of objects, or life totals. See rule <a href=\"#rule-701-12\">701.12<\/a>, \u201cExchange.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Exert\"><strong>Exert<\/strong><br \/>\n    A keyword action that stops a permanent from untapping during the next untap step of the player who exerted it. See rule <a href=\"#rule-701-43\">701.43<\/a>, \u201cExert.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Excess-Damage\"><strong>Excess Damage<\/strong><br \/>\n    Damage dealt to a creature greater than what would be lethal damage or damage dealt to a planeswalker greater than its loyalty. See rule <a href=\"#rule-120-4a\">120.4a<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Exile\"><strong>Exile<\/strong><br \/>\n    1. A zone. Exile is essentially a holding area for cards. It used to be known as the \u201cremoved-from-the-game\u201d zone.<br \/>\n    2. To put an object into the exile zone from whatever zone it\u2019s currently in. An \u201cexiled\u201d card is one that\u2019s been put into the exile zone.<br \/>\n    See rule <a href=\"#rule-406\">406<\/a>, \u201cExile.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Exhaust\"><strong>Exhaust<\/strong><br \/>\n    A special kind of activated ability that may be activated only once. See rule <a href=\"#rule-702-177\">702.177<\/a>, \u201cExhaust.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Expansion-Symbol\"><strong>Expansion Symbol<\/strong><br \/>\n    A card\u2019s expansion symbol is a small icon normally printed below the right edge of the illustration that has no effect on game play. See rule <a href=\"#rule-206\">206<\/a>, \u201cExpansion Symbol.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Expend\"><strong>Expend<\/strong><br \/>\n    A word found on some abilities that care how much mana a player has spent to cast spells this turn. See rule <a href=\"#rule-700-14\">700.14<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Exploit\"><strong>Exploit<\/strong><br \/>\n    A keyword ability that lets you sacrifice a creature for a benefit. See rule <a href=\"#rule-702-110\">702.110<\/a>, \u201cExploit.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Explore\"><strong>Explore<\/strong><br \/>\n    A keyword action that causes a player to reveal the top card of their library and then to take different actions depending on whether a land card is revealed this way. See rule <a href=\"#rule-701-44\">701.44<\/a>, \u201cExplore.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Extort\"><strong>Extort<\/strong><br \/>\n    A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule <a href=\"#rule-702-101\">702.101<\/a>, \u201cExtort.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Extra-Turn\"><strong>Extra Turn<\/strong><br \/>\n    A turn created by an effect of a spell or ability. See rule <a href=\"#rule-500-7\">500.7<\/a>. For rules about extra turns in a multiplayer game using the shared team turns option, see <a href=\"#rule-805-8\">805.8<\/a>. For rules about extra turns in a Grand Melee game, see rule <a href=\"#rule-807-4\">807.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Fabricate\"><strong>Fabricate<\/strong><br \/>\n    A keyword ability that lets you choose whether to create Servo tokens or put &#043;1\/&#043;1 counters on a creature. See rule <a href=\"#rule-702-123\">702.123<\/a>, \u201cFabricate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Face-a-Villainous-Choice\"><strong>Face a Villainous Choice<\/strong><br \/>\n    A keyword action that causes a player to choose one of two listed choices. See rule <a href=\"#rule-701-55\">701.55<\/a>, \u201cFace a Villainous Choice.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Face-Down\"><strong>Face Down<\/strong><br \/>\n    1. A card is \u201cface down\u201d if it\u2019s physically positioned so the card back is showing. Cards in some zones are normally kept face down. See <a href=\"#section-4\">section 4, \u201cZones.\u201d<\/a><br \/>\n    2. A status a permanent may have. See rule <a href=\"#rule-110-5\">110.5<\/a> and rule <a href=\"#rule-702-37\">702.37<\/a>, \u201cMorph.\u201d<br \/>\n    3. Face-down spells have additional rules. See rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents,\u201d and rule <a href=\"#rule-702-37\">702.37<\/a>, \u201cMorph.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Face-Up\"><strong>Face Up<\/strong><br \/>\n    1. A card is \u201cface up\u201d if it\u2019s physically positioned so the card front is showing. Cards in some zones are normally kept face up. See <a href=\"#section-4\">section 4, \u201cZones.\u201d<\/a><br \/>\n    2. A default status a permanent may have. See rule <a href=\"#rule-110-5\">110.5<\/a> and rule <a href=\"#rule-702-37\">702.37<\/a>, \u201cMorph.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Fading\"><strong>Fading<\/strong><br \/>\n    A keyword ability that limits how long a permanent remains on the battlefield. See rule <a href=\"#rule-702-32\">702.32<\/a>, \u201cFading.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Fateseal\"><strong>Fateseal<\/strong><br \/>\n    To manipulate some of the cards on top of an opponent\u2019s library. See rule <a href=\"#rule-701-29\">701.29<\/a>, \u201cFateseal.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Fear\"><strong>Fear<\/strong><br \/>\n    A keyword ability that restricts how a creature may be blocked. See rule <a href=\"#rule-702-36\">702.36<\/a>, \u201cFear.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Fight\"><strong>Fight<\/strong><br \/>\n    When two creatures fight, each deals damage equal to its power to the other. See rule <a href=\"#rule-701-14\">701.14<\/a>, \u201cFight.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Finality-Counter\"><strong>Finality Counter<\/strong><br \/>\n    A counter that exiles the permanent it is on if that permanent would go to the graveyard from the battlefield. See rule <a href=\"#rule-122-1h\">122.1h<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Firebending\"><strong>Firebending<\/strong><br \/>\n    A keyword ability that adds red mana until end of combat whenever a creature with that ability attacks. See rule <a href=\"#rule-702-189\">702.189<\/a>, \u201cFirebending.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"First-Strike\"><strong>First Strike<\/strong><br \/>\n    A keyword ability that lets a creature deal its combat damage before other creatures. See rule <a href=\"#rule-702-7\">702.7<\/a>, \u201cFirst Strike.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Flanking\"><strong>Flanking<\/strong><br \/>\n    A keyword ability that can make a creature better in combat. See rule <a href=\"#rule-702-25\">702.25<\/a>, \u201cFlanking.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Flash\"><strong>Flash<\/strong><br \/>\n    A keyword ability that lets a player play a card any time they could cast an instant. See rule <a href=\"#rule-702-8\">702.8<\/a>, \u201cFlash.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Flashback\"><strong>Flashback<\/strong><br \/>\n    A keyword ability that lets a player cast a card from their graveyard. See rule <a href=\"#rule-702-34\">702.34<\/a>, \u201cFlashback.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Flavor-Text\"><strong>Flavor Text<\/strong><br \/>\n    Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule <a href=\"#rule-207-2\">207.2<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Flavor-Word\"><strong>Flavor Word<\/strong><br \/>\n    An italicized word with no rules meaning that provides a flavorful description of an ability. See rule <a href=\"#rule-207-2d\">207.2d<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Flip-Cards\"><strong>Flip Cards<\/strong><br \/>\n    Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule <a href=\"#rule-710\">710<\/a>, \u201cFlip Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Flipped\"><strong>Flipped<\/strong><br \/>\n    A status a permanent may have. See rule <a href=\"#rule-110-5\">110.5<\/a> and rule <a href=\"#rule-710\">710<\/a>, \u201cFlip Cards.\u201d See also <a href=\"#Unflipped\">Unflipped<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Flipping-a-Coin\"><strong>Flipping a Coin<\/strong><br \/>\n    A method of randomization with two possible outcomes of equal likelihood. See rule <a href=\"#rule-705\">705<\/a>, \u201cFlipping a Coin.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Flying\"><strong>Flying<\/strong><br \/>\n    A keyword ability that restricts how a creature may be blocked. See rule <a href=\"#rule-702-9\">702.9<\/a>, \u201cFlying.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Food-Token\"><strong>Food Token<\/strong><br \/>\n    A Food token is a colorless artifact token with \u201c{2}, {T}, Sacrifice this token: You gain 3 life.\u201d For more information about predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"For-Mirrodin!\"><strong>For Mirrodin!<\/strong><br \/>\n    A keyword ability that creates a 2\/2 red Rebel creature token and then attaches the Equipment with the ability to that token. See rule <a href=\"#rule-702-163\">702.163<\/a>, \u201cFor Mirrodin!\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Forage\"><strong>Forage<\/strong><br \/>\n    To pay a cost of exiling three cards from your graveyard or sacrificing a Food. See rule <a href=\"#rule-701-61\">701.61<\/a>, \u201cForage.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Forecast\"><strong>Forecast<\/strong><br \/>\n    A keyword ability that allows an activated ability to be activated from a player\u2019s hand. See rule <a href=\"#rule-702-57\">702.57<\/a>, \u201cForecast.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Forest\"><strong>Forest<\/strong><br \/>\n    One of the five basic land types. Any land with this subtype has the ability \u201c{T}: Add {G}.\u201d See rule <a href=\"#rule-305-6\">305.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Forestcycling\"><strong>Forestcycling<\/strong><br \/>\n    See <a href=\"#Typecycling\">Typecycling<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Forestwalk\"><strong>Forestwalk<\/strong><br \/>\n    See <a href=\"#Landwalk\">Landwalk<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Foretell\"><strong>Foretell<\/strong><br \/>\n    A keyword ability that lets a player exile cards from their hand and cast them for an alternative cost on future turns. See rule <a href=\"#rule-702-143\">702.143<\/a>, \u201cForetell.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Foretold\"><strong>Foretold<\/strong><br \/>\n    A card exiled using the foretell special action becomes foretold. Other effects can also make an exiled card foretold. A spell was foretold if it was a foretold card in exile before it was cast.<\/p>\n<p style=\"text-align: justify\" id=\"Fortification\"><strong>Fortification<\/strong><br \/>\n    An artifact subtype. Fortifications can be attached to lands. See rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts,\u201d and rule <a href=\"#rule-702-67\">702.67<\/a>, \u201cFortify.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Fortify\"><strong>Fortify<\/strong><br \/>\n    A keyword ability that lets a player attach a Fortification to a land they control. See rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts,\u201d and rule <a href=\"#rule-702-67\">702.67<\/a>, \u201cFortify.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Frenzy\"><strong>Frenzy<\/strong><br \/>\n    A keyword ability that can make a creature better in combat. See rule <a href=\"#rule-702-68\">702.68<\/a>, \u201cFrenzy.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Free-for-All\"><strong>Free-for-All<\/strong><br \/>\n    A multiplayer variant in which a group of players compete as individuals against each other. See rule <a href=\"#rule-806\">806<\/a>, \u201cFree-for-All Variant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Freerunning\"><strong>Freerunning<\/strong><br \/>\n    A keyword ability that allows certain spells to be cast for an alternative cost. See rule <a href=\"#rule-702-173\">702.173<\/a>, \u201cFreerunning.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Full-Party\"><strong>Full Party<\/strong><br \/>\n    A player has a full party if the number of creatures in their party is four. See rule <a href=\"#rule-700-8\">700.8<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Fuse\"><strong>Fuse<\/strong><br \/>\n    A keyword ability that allows a player to cast both halves of a split card. See rule <a href=\"#rule-702-102\">702.102<\/a>, \u201cFuse.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Fused-Split-Spell\"><strong>Fused Split Spell<\/strong><br \/>\n    A split card on the stack that has been cast using the fuse ability or a copy of such a card. See rule <a href=\"#rule-702-102\">702.102<\/a>, \u201cFuse.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"General\"><strong>General<\/strong><br \/>\n    Any player in the Emperor multiplayer variant who isn\u2019t an emperor. See rule <a href=\"#rule-809\">809<\/a>, \u201cEmperor Variant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Generic-Mana\"><strong>Generic Mana<\/strong><br \/>\n    Mana in a cost represented by numerical symbols (such as {1}) or variable symbols (such as {X}) that can be paid with mana of any type. See rule <a href=\"#rule-107-4\">107.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Gift\"><strong>Gift<\/strong><br \/>\n    A keyword ability that allows a spell\u2019s caster to choose an opponent as to receive a benefit as the spell resolves or when the permanent with the ability enters. See rule <a href=\"#rule-702-174\">702.174<\/a>, \u201cGift.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Global-Enchantment-(Obsolete)\"><strong>Global Enchantment (Obsolete)<\/strong><br \/>\n    An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Goad\"><strong>Goad<\/strong><br \/>\n    A keyword action that causes a creature to be goaded until a player\u2019s next turn. See rule <a href=\"#rule-701-15\">701.15<\/a>, \u201cGoad.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Goaded\"><strong>Goaded<\/strong><br \/>\n    A designation a permanent can have. Goaded creatures are forced to attack and to attack a player other than the player that caused it to be goaded. See rule <a href=\"#rule-701-15\">701.15<\/a>, \u201cGoad.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Gold-Token\"><strong>Gold Token<\/strong><br \/>\n    A Gold token is a colorless artifact token with \u201cSacrifice this token: Add one mana of any color.\u201d For more information on predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Graft\"><strong>Graft<\/strong><br \/>\n    A keyword ability that has a permanent enter the battlefield with &#043;1\/&#043;1 counters on it and can move those counters to other creatures. See rule <a href=\"#rule-702-58\">702.58<\/a>, \u201cGraft.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Grand-Melee\"><strong>Grand Melee<\/strong><br \/>\n    A multiplayer variant in which a large group of players (usually ten or more) compete as individuals against each other. See rule <a href=\"#rule-807\">807<\/a>, \u201cGrand Melee Variant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Gravestorm\"><strong>Gravestorm<\/strong><br \/>\n    A keyword ability that creates copies of a spell. See rule <a href=\"#rule-702-69\">702.69<\/a>, \u201cGravestorm.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Graveyard\"><strong>Graveyard<\/strong><br \/>\n    1. A zone. A player\u2019s graveyard is their discard pile.<br \/>\n    2. All the cards in a player\u2019s graveyard.<br \/>\n    See rule <a href=\"#rule-404\">404<\/a>, \u201cGraveyard.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Hand\"><strong>Hand<\/strong><br \/>\n    1. A zone. A player\u2019s hand is where that player holds cards they have drawn but not played yet.<br \/>\n    2. All the cards in a player\u2019s hand.<br \/>\n    See rule <a href=\"#rule-402\">402<\/a>, \u201cHand.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Hand-Modifier\"><strong>Hand Modifier<\/strong><br \/>\n    A characteristic that only vanguards have. See rule <a href=\"#rule-211\">211<\/a>, \u201cHand Modifier.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Harmonize\"><strong>Harmonize<\/strong><br \/>\n    A keyword ability that lets a player cast a card from their graveyard for a specific cost and lets them tap a creature they control to reduce that cost. See rule <a href=\"#rule-702-180\">702.180<\/a>, \u201cHarmonize.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Harness\"><strong>Harness<\/strong><br \/>\n    A keyword action that grants a permanent the harnessed designation. See rule <a href=\"#rule-701-64\">701.64<\/a>, \u201cHarness.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Harnessed\"><strong>Harnessed<\/strong><br \/>\n    A designation permanents can have. Infinity permanents have their \u221e abilities as long as they are harnessed. See rule <a href=\"#rule-701-64\">701.64<\/a>, \u201cHarness,\u201d and rule <a href=\"#rule-702-186\">702.186<\/a>, \u201c\u221e (Infinity).\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Haste\"><strong>Haste<\/strong><br \/>\n    A keyword ability that lets a creature ignore the \u201csummoning sickness\u201d rule. See rule <a href=\"#rule-702-10\">702.10<\/a>, \u201cHaste,\u201d and rule <a href=\"#rule-302-6\">302.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Haunt\"><strong>Haunt<\/strong><br \/>\n    A keyword ability that exiles cards. A card exiled this way \u201chaunts\u201d a creature targeted by the haunt ability. See rule <a href=\"#rule-702-55\">702.55<\/a>, \u201cHaunt.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Hexproof\"><strong>Hexproof<\/strong><br \/>\n    A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule <a href=\"#rule-702-11\">702.11<\/a>, \u201cHexproof.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Hidden-Agenda\"><strong>Hidden Agenda<\/strong><br \/>\n    A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule <a href=\"#rule-702-106\">702.106<\/a>, \u201cHidden Agenda.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Hidden-Zone\"><strong>Hidden Zone<\/strong><br \/>\n    A zone in which not all players can be expected to see the cards\u2019 faces. See rule <a href=\"#rule-400-2\">400.2<\/a>. See also <a href=\"#Public-Zone\">Public Zone<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Hideaway\"><strong>Hideaway<\/strong><br \/>\n    A keyword ability that lets a player store a secret card. See rule <a href=\"#rule-702-75\">702.75<\/a>, \u201cHideaway.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Historic\"><strong>Historic<\/strong><br \/>\n    An object is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. See rule <a href=\"#rule-700-6\">700.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Horsemanship\"><strong>Horsemanship<\/strong><br \/>\n    A keyword ability that restricts how a creature may be blocked. See rule <a href=\"#rule-702-31\">702.31<\/a>, \u201cHorsemanship.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Hybrid-Card\"><strong>Hybrid Card<\/strong><br \/>\n    A card with one or more hybrid mana symbols in its mana cost. See rule <a href=\"#rule-202-2f\">202.2f<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Hybrid-Mana-Symbols\"><strong>Hybrid Mana Symbols<\/strong><br \/>\n    A mana symbol that represents a cost that can be paid in one of two ways. See rule <a href=\"#rule-107-4\">107.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Hybrid-Phyrexian-Mana-Symbols\"><strong>Hybrid Phyrexian Mana Symbols<\/strong><br \/>\n    A mana symbol that represents a cost that can be paid in one of three ways. See rule <a href=\"#rule-107-4\">107.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Job-Select\"><strong>Job Select<\/strong><br \/>\n    A keyword ability that creates a 1\/1 colorless Hero creature token and then attaches the Equipment with the ability to that token. See rule <a href=\"#rule-702-182\">702.182<\/a>, \u201cJob Select.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Junk-Token\"><strong>Junk Token<\/strong><br \/>\n    A Junk token is a colorless artifact token with {T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.\u201d For more information about predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"If\"><strong>If<\/strong><br \/>\n    See <a href=\"#Intervening-%e2%80%9cIf%e2%80%9d-Clause\">Intervening \u201cIf\u201d Clause<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Illegal-Action\"><strong>Illegal Action<\/strong><br \/>\n    An action that violates the rules of the game and\/or requirements or restrictions created by effects. See rule <a href=\"#rule-732\">732<\/a>, \u201cHandling Illegal Actions.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Illegal-Target\"><strong>Illegal Target<\/strong><br \/>\n    A target that no longer exists or no longer meets the specifications stated by the spell or ability that\u2019s targeting it. See rule <a href=\"#rule-608-2b\">608.2b<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Illustration\"><strong>Illustration<\/strong><br \/>\n    A picture printed on the upper half of a card that has no effect on game play. See rule <a href=\"#rule-203\">203<\/a>, \u201cIllustration.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Illustration-Credit\"><strong>Illustration Credit<\/strong><br \/>\n    Information printed directly below the text box that has no effect on game play. See rule <a href=\"#rule-213\">213<\/a>, \u201cInformation Below the Text Box.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Impending\"><strong>Impending<\/strong><br \/>\n    An ability on some creatures that allows them to be cast for an alternative cost. If cast for its impending cost, it isn\u2019t a creature for some period of time. See rule <a href=\"#rule-702-176\">702.176<\/a>, \u201cImpending.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Imprint\"><strong>Imprint<\/strong><br \/>\n    \u201cImprint\u201d used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the imprint keyword have received errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Improvise\"><strong>Improvise<\/strong><br \/>\n    A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule <a href=\"#rule-702-126\">702.126<\/a>, \u201cImprovise.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"In-Play-(Obsolete)\"><strong>In Play (Obsolete)<\/strong><br \/>\n    An obsolete term for the battlefield. Cards that were printed with text that contain the phrases \u201cin play,\u201d \u201cfrom play,\u201d \u201cinto play,\u201d or the like are referring to the battlefield and have received errata in the Oracle card reference. See <a href=\"#Battlefield\">Battlefield<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"In-Response-To\"><strong>In Response To<\/strong><br \/>\n    An instant spell that\u2019s been cast, or an activated ability that\u2019s been activated, while another spell or ability is on the stack has been cast or activated \u201cin response to\u201d the earlier spell or ability. See rule <a href=\"#rule-117-7\">117.7<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Incubate\"><strong>Incubate<\/strong><br \/>\n    A keyword action that creates an Incubator token with a specified number of &#043;1\/&#043;1 counters on it. See rule <a href=\"#rule-701-53\">701.53<\/a>, \u201cIncubate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Incubator-Token\"><strong>Incubator Token<\/strong><br \/>\n    An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with \u201c{2}: Transform this token.\u201d Its back face is a 0\/0 colorless Phyrexian artifact creature named \u201cPhyrexian Token.\u201d For more information about predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Independent\"><strong>Independent<\/strong><br \/>\n    See <a href=\"#Dependency\">Dependency<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Indestructible\"><strong>Indestructible<\/strong><br \/>\n    A keyword ability that precludes a permanent from being destroyed. See rule <a href=\"#rule-702-12\">702.12<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Infect\"><strong>Infect<\/strong><br \/>\n    A keyword ability that affects how an object deals damage to creatures and players. See rule <a href=\"#rule-702-90\">702.90<\/a>, \u201cInfect.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Infinity\"><strong>Infinity<\/strong><br \/>\n    1. An artifact subtype.<br \/>\n    2. \u221e is a keyword found on Infinity cards that grants an ability as long as that permanent is harnessed. See rule <a href=\"#rule-702-186\">702.186<\/a>, \u201c\u221e (Infinity),\u201d and rule <a href=\"#rule-701-64\">701.64<\/a>, \u201cHarness.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Ingest\"><strong>Ingest<\/strong><br \/>\n    A keyword ability that can exile the top card of a player\u2019s library. See rule <a href=\"#rule-702-115\">702.115<\/a>, \u201cIngest.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Initiative\"><strong>Initiative<\/strong><br \/>\n    A designation a player can have. Some effects instruct a player to take the initiative. The player with the initiative ventures into Undercity whenever they take the initiative and at the beginning of their upkeep. See rule <a href=\"#rule-725\">725<\/a>, \u201cThe Initiative.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Instant\"><strong>Instant<\/strong><br \/>\n    A card type. An instant is not a permanent. See rule <a href=\"#rule-304\">304<\/a>, \u201cInstants.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Instead\"><strong>Instead<\/strong><br \/>\n    Effects that use the word \u201cinstead\u201d are replacement effects. The word \u201cinstead\u201d indicates what an event will be replaced with. See rule <a href=\"#rule-614\">614<\/a>, \u201cReplacement Effects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Interrupt-(Obsolete)\"><strong>Interrupt (Obsolete)<\/strong><br \/>\n    An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could \u201cplay as an interrupt\u201d can now be activated like any other activated abilities (unless they\u2019re mana abilities, in which case they follow those rules instead). All relevant cards have been given errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Intervening-\u201cIf\u201d-Clause\"><strong>Intervening \u201cIf\u201d Clause<\/strong><br \/>\n    A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule <a href=\"#rule-603-4\">603.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Intimidate\"><strong>Intimidate<\/strong><br \/>\n    A keyword ability that restricts how a creature may be blocked. See rule <a href=\"#rule-702-13\">702.13<\/a>, \u201cIntimidate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Investigate\"><strong>Investigate<\/strong><br \/>\n    A keyword action that creates a Clue artifact token. See rule <a href=\"#rule-701-16\">701.16<\/a>, \u201cInvestigate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Island\"><strong>Island<\/strong><br \/>\n    One of the five basic land types. Any land with this subtype has the ability \u201c{T}: Add {U}.\u201d See rule <a href=\"#rule-305-6\">305.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Islandcycling\"><strong>Islandcycling<\/strong><br \/>\n    See <a href=\"#Typecycling\">Typecycling<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Islandhome-(Obsolete)\"><strong>Islandhome (Obsolete)<\/strong><br \/>\n    An obsolete keyword ability that meant \u201cThis creature can\u2019t attack unless defending player controls an Island\u201d and \u201cWhen you control no Islands, sacrifice this creature.\u201d Cards printed with this ability have been given errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Islandwalk\"><strong>Islandwalk<\/strong><br \/>\n    See <a href=\"#Landwalk\">Landwalk<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Jump-Start\"><strong>Jump-Start<\/strong><br \/>\n    A keyword ability that lets a player cast a card from their graveyard by discarding a card. See rule <a href=\"#rule-702-133\">702.133<\/a>, \u201cJump-Start.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Keyword-Ability\"><strong>Keyword Ability<\/strong><br \/>\n    A game term, such as \u201cflying\u201d or \u201chaste,\u201d used as shorthand for a longer ability or group of abilities. See rule <a href=\"#rule-702\">702<\/a>, \u201cKeyword Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Keyword-Action\"><strong>Keyword Action<\/strong><br \/>\n    A verb, such as \u201cdestroy\u201d or \u201ccast,\u201d used as a game term rather than as its normal English meaning. See rule <a href=\"#rule-701\">701<\/a>, \u201cKeyword Actions.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Keyword-Counter\"><strong>Keyword Counter<\/strong><br \/>\n    A marker placed on an object that modifies its characteristics by granting it a keyword. See rule <a href=\"#rule-122\">122<\/a>, \u201cCounters.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Kicker-Kicked\"><strong>Kicker, Kicked<\/strong><br \/>\n    Kicker is a keyword ability that represents an optional additional cost. A spell has been kicked if its controller declared the intention to pay any or all of its kicker costs. See rule <a href=\"#rule-702-33\">702.33<\/a>, \u201cKicker.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Kindred\"><strong>Kindred<\/strong><br \/>\n    A card type. Whether or not a kindred is a permanent depends on its other card type. See rule <a href=\"#rule-308\">308<\/a>, \u201cKindreds.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Land\"><strong>Land<\/strong><br \/>\n    A card type. A land is a permanent. See rule <a href=\"#rule-305\">305<\/a>, \u201cLands.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Land-Type\"><strong>Land Type<\/strong><br \/>\n    A subtype that\u2019s correlated to the land card type. See rule <a href=\"#rule-305\">305<\/a>, \u201cLands.\u201d See rule <a href=\"#rule-205-3i\">205.3i<\/a> for the list of land types.<\/p>\n<p style=\"text-align: justify\" id=\"Lander-Token\"><strong>Lander Token<\/strong><br \/>\n    A Lander token is a colorless artifact token with \u201c{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.\u201d For more information about predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Landwalk\"><strong>Landwalk<\/strong><br \/>\n    A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule <a href=\"#rule-702-14\">702.14<\/a>, \u201cLandwalk.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Last-Known-Information\"><strong>Last Known Information<\/strong><br \/>\n    Information about an object that\u2019s no longer in the zone it\u2019s expected to be in, or information about a player who\u2019s no longer in the game. This information captures that object\u2019s last existence in that zone or that player\u2019s last existence in the game. See rules <a href=\"#rule-113-7a\">113.7a<\/a>, <a href=\"#rule-608-2b\">608.2b<\/a>, <a href=\"#rule-608-2h\">608.2h<\/a>, and <a href=\"#rule-800-4h\">800.4h<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Layer\"><strong>Layer<\/strong><br \/>\n    A system used to determine in which order continuous effects are applied. See rule <a href=\"#rule-613\">613<\/a>, \u201cInteraction of Continuous Effects.\u201d See also <a href=\"#Dependency\">Dependency<\/a>, <a href=\"#Timestamp-Order\">Timestamp Order<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Learn\"><strong>Learn<\/strong><br \/>\n    A keyword action that lets a player add a Lesson card to their hand from outside the game or discard a card to draw a card. See rule <a href=\"#rule-701-48\">701.48<\/a>, \u201cLearn.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Leaves-the-Battlefield\"><strong>Leaves the Battlefield<\/strong><br \/>\n    A permanent \u201cleaves the battlefield\u201d when it\u2019s moved from the battlefield to another zone, or (if it\u2019s phased in) when it leaves the game because its owner leaves the game. See rules <a href=\"#rule-603-6c\">603.6c<\/a> and <a href=\"#rule-603-10\">603.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Legal-Text\"><strong>Legal Text<\/strong><br \/>\n    Information printed directly below the text box that has no effect on game play. See rule <a href=\"#rule-213\">213<\/a>, \u201cInformation Below the Text Box.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Legend-(Obsolete)\"><strong>Legend (Obsolete)<\/strong><br \/>\n    An obsolete creature type. Cards printed with this subtype have been given errata in the Oracle card reference so they have the legendary supertype instead. See <a href=\"#Legendary\">Legendary<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Legendary\"><strong>Legendary<\/strong><br \/>\n    A supertype that\u2019s normally relevant on permanents. See rule <a href=\"#rule-205-4\">205.4<\/a>, \u201cSupertypes.\u201d See also <a href=\"#Legend-Rule\">Legend Rule<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Legend-Rule\"><strong>Legend Rule<\/strong><br \/>\n    A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners\u2019 graveyards. See rule <a href=\"#rule-704-5j\">704.5j<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Lethal-Damage\"><strong>Lethal Damage<\/strong><br \/>\n    An amount of damage greater than or equal to a creature\u2019s toughness. See rules <a href=\"#rule-120-4a\">120.4a<\/a>, <a href=\"#rule-120-6\">120.6<\/a>, <a href=\"#rule-510-1\">510.1<\/a>, and <a href=\"#rule-704-5g\">704.5g<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Level\"><strong>Level<\/strong><br \/>\n    A numerical designation a permanent may have. A Class enchantment\u2019s level determines what other abilities it has. See rule <a href=\"#rule-716\">716<\/a>, \u201cClass Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Level-Symbol\"><strong>Level Symbol<\/strong><br \/>\n    A symbol that represents a keyword ability indicating abilities, power, and toughness a leveler card may have. See rule <a href=\"#rule-107-8\">107.8<\/a> and rule <a href=\"#rule-711\">711<\/a>, \u201cLeveler Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Level-Up\"><strong>Level Up<\/strong><br \/>\n    A keyword ability that can put level counters on a creature. See rule <a href=\"#rule-702-87\">702.87<\/a>, \u201cLevel Up.\u201d For class level abilities of Class cards, see rule <a href=\"#rule-716\">716<\/a>, \u201cClass Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Leveler-Cards\"><strong>Leveler Cards<\/strong><br \/>\n    Cards with striated text boxes and three power\/toughness boxes. See rule <a href=\"#rule-711\">711<\/a>, \u201cLeveler Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Library\"><strong>Library<\/strong><br \/>\n    1. A zone. A player\u2019s library is where that player draws cards from.<br \/>\n    2. All the cards in a player\u2019s library.<br \/>\n    See rule <a href=\"#rule-401\">401<\/a>, \u201cLibrary.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Life-Life-Total\"><strong>Life, Life Total<\/strong><br \/>\n    Each player has an amount of \u201clife,\u201d represented by that player\u2019s \u201clife total.\u201d Life may be gained or lost. See rule <a href=\"#rule-119\">119<\/a>, \u201cLife.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Life-Modifier\"><strong>Life Modifier<\/strong><br \/>\n    A characteristic that only vanguards have. See rule <a href=\"#rule-212\">212<\/a>, \u201cLife Modifier.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Lifelink\"><strong>Lifelink<\/strong><br \/>\n    A keyword ability that causes a player to gain life. See rule <a href=\"#rule-702-15\">702.15<\/a>, \u201cLifelink.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Limited\"><strong>Limited<\/strong><br \/>\n    A way of playing in which each player gets a quantity of unopened Magic product and creates their own deck on the spot. See rule <a href=\"#rule-100-2\">100.2<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Limited-Range-of-Influence\"><strong>Limited Range of Influence<\/strong><br \/>\n    An optional rule used in some multiplayer games that limits what a player can affect. See rule <a href=\"#rule-801\">801<\/a>, \u201cLimited Range of Influence Option.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Linked-Abilities\"><strong>Linked Abilities<\/strong><br \/>\n    Two abilities printed on the same object such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects. See rule <a href=\"#rule-607\">607<\/a>, \u201cLinked Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Living-Metal\"><strong>Living Metal<\/strong><br \/>\n    A keyword ability found on some Vehicles that turns them into a creature during your turn. See rule <a href=\"#rule-702-161\">702.161<\/a>, \u201cLiving Metal.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Living-Weapon\"><strong>Living Weapon<\/strong><br \/>\n    A keyword ability that creates a 0\/0 black Phyrexian Germ creature token and then attaches the Equipment with the ability to that token. See rule <a href=\"#rule-702-92\">702.92<\/a>, \u201cLiving Weapon.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Local-Enchantment-(Obsolete)\"><strong>Local Enchantment (Obsolete)<\/strong><br \/>\n    An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Lock\"><strong>Lock<\/strong><br \/>\n    To remove an unlocked designation from a permanent that has one or more unlocked halves. See rule <a href=\"#rule-709-5g\">709.5g<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Locked\"><strong>Locked<\/strong><br \/>\n    One half of a split permanent is \u201clocked\u201d if it doesn\u2019t have the appropriate unlocked designation. See rule <a href=\"#rule-709-5\">709.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"London-Mulligan\"><strong>London Mulligan<\/strong><br \/>\n    Informal term for the current system of mulligan rules. See rule <a href=\"#rule-103-5\">103.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Loop\"><strong>Loop<\/strong><br \/>\n    A set of actions that could be repeated indefinitely. See rule <a href=\"#rule-731\">731<\/a>, \u201cTaking Shortcuts.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Lose-the-Game\"><strong>Lose the Game<\/strong><br \/>\n    There are several ways to lose the game. See rule <a href=\"#rule-104\">104<\/a>, \u201cEnding the Game,\u201d rule <a href=\"#rule-810-8\">810.8<\/a> (for additional rules for Two-Headed Giant games), rule <a href=\"#rule-809-5\">809.5<\/a> (for additional rules for Emperor games), and rule <a href=\"#rule-903-10\">903.10<\/a> (for an additional rule for Commander games).<\/p>\n<p style=\"text-align: justify\" id=\"Loyalty\"><strong>Loyalty<\/strong><br \/>\n    1. Part of a card that only planeswalker cards have. A planeswalker card\u2019s loyalty is printed in its lower right corner. See rule <a href=\"#rule-209\">209<\/a>, \u201cLoyalty.\u201d<br \/>\n    2. A characteristic that only planeswalkers have. See rule <a href=\"#rule-306-5\">306.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Loyalty-Ability\"><strong>Loyalty Ability<\/strong><br \/>\n    An activated ability with a loyalty symbol in its cost. See rule <a href=\"#rule-606\">606<\/a>, \u201cLoyalty Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Madness\"><strong>Madness<\/strong><br \/>\n    A keyword ability that lets a player cast a card they discard. See rule <a href=\"#rule-702-35\">702.35<\/a>, \u201cMadness.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Main-Game\"><strong>Main Game<\/strong><br \/>\n    The game in which a spell (or ability) that created a subgame was cast (or activated). See rule <a href=\"#rule-728\">728<\/a>, \u201cSubgames.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Main-Phase\"><strong>Main Phase<\/strong><br \/>\n    Part of the turn. The first, or precombat, main phase is the second phase of the turn. The second, or postcombat, main phase is the fourth phase of the turn. See rule <a href=\"#rule-505\">505<\/a>, \u201cMain Phase.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mana\"><strong>Mana<\/strong><br \/>\n    The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities. See rule <a href=\"#rule-106\">106<\/a>, \u201cMana,\u201d rule <a href=\"#rule-107-4\">107.4<\/a>, and rule <a href=\"#rule-202\">202<\/a>, \u201cMana Cost and Color.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mana-Ability\"><strong>Mana Ability<\/strong><br \/>\n    An activated or triggered ability that could create mana and doesn\u2019t use the stack. See rule <a href=\"#rule-605\">605<\/a>, \u201cMana Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mana-Burn-(Obsolete)\"><strong>Mana Burn (Obsolete)<\/strong><br \/>\n    Older versions of the rules stated that unspent mana caused a player to lose life; this was called \u201cmana burn.\u201d That rule no longer exists.<\/p>\n<p style=\"text-align: justify\" id=\"Mana-Cost\"><strong>Mana Cost<\/strong><br \/>\n    A characteristic, and part of a card. A card\u2019s mana cost is indicated by the mana symbols printed in its upper right corner. See rule <a href=\"#rule-107-4\">107.4<\/a> and rule <a href=\"#rule-202\">202<\/a>, \u201cMana Cost and Color.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mana-Pool\"><strong>Mana Pool<\/strong><br \/>\n    Where mana created by an effect is temporarily stored. See rule <a href=\"#rule-106-4\">106.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Mana-Source-(Obsolete)\"><strong>Mana Source (Obsolete)<\/strong><br \/>\n    An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could \u201cplay as a mana source\u201d are now mana abilities. All relevant cards have been given errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Mana-Symbol\"><strong>Mana Symbol<\/strong><br \/>\n    An icon that represents mana or a mana cost. See rule <a href=\"#rule-107-4\">107.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Mana-Value\"><strong>Mana Value<\/strong><br \/>\n    The total amount of mana in a mana cost, regardless of color. See rule <a href=\"#rule-202-3\">202.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Manifest\"><strong>Manifest<\/strong><br \/>\n    A keyword action that puts a card onto the battlefield face down as a 2\/2 creature. See rule <a href=\"#rule-701-40\">701.40<\/a>, \u201cManifest,\u201d and rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Manifest-Dread\"><strong>Manifest Dread<\/strong><br \/>\n    A keyword action that puts one of the top two cards of your library onto the battlefield face down as a 2\/2 creature. See rule <a href=\"#rule-701-62\">701.62<\/a>, \u201cManifest Dread,\u201d rule <a href=\"#rule-701-40\">701.40<\/a>, \u201cManifest,\u201d and rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Map\"><strong>Map<\/strong><br \/>\n    A Map token is a colorless Map artifact token with \u201c{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.\u201d See rule <a href=\"#rule-701-44\">701.44<\/a>, \u201cExplore.\u201d For more information about predefined tokens, see rule <a href=\"#rule-110-10\">110.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Match\"><strong>Match<\/strong><br \/>\n    A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule <a href=\"#rule-100-6\">100.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Max-Speed\"><strong>Max Speed<\/strong><br \/>\n    1. A player has max speed if their speed is 4. See rule <a href=\"#rule-702-179\">702.179<\/a>, \u201cStart Your Engines!\u201d<br \/>\n    2. A keyword ability that grants an ability to the permanent or card it\u2019s on only if that permanent\u2019s controller (or that card\u2019s owner, if it isn\u2019t on the battlefield) has a speed of 4. See rule <a href=\"#rule-702-178\">702.178<\/a>, \u201cMax Speed.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Maximum-Hand-Size\"><strong>Maximum Hand Size<\/strong><br \/>\n    The number of cards in hand a player must discard down to during their cleanup step. See rule <a href=\"#rule-402-2\">402.2<\/a> and <a href=\"#rule-514-1\">514.1<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Mayhem\"><strong>Mayhem<\/strong><br \/>\n    A keyword ability that allows you to play cards you discarded this turn from your graveyard for an alternative cost. See rule <a href=\"#rule-702-187\">702.187<\/a>, \u201cMayhem.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Megamorph\"><strong>Megamorph<\/strong><br \/>\n    A variant of the morph ability that puts a &#043;1\/&#043;1 counter on the creature as it turns face up. See rule <a href=\"#rule-702-37\">702.37<\/a>, \u201cMorph.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Meld\"><strong>Meld<\/strong><br \/>\n    To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule <a href=\"#rule-701-42\">701.42<\/a>, \u201cMeld.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Meld-Cards\"><strong>Meld Cards<\/strong><br \/>\n    Cards with a Magic card face on one side and half of an oversized Magic card face on the other. See rule <a href=\"#rule-712\">712<\/a>, \u201cDouble-Faced Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Melee\"><strong>Melee<\/strong><br \/>\n    A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule <a href=\"#rule-702-121\">702.121<\/a>, \u201cMelee.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Menace\"><strong>Menace<\/strong><br \/>\n    An evasion ability that makes creatures unblockable by a single creature. See rule <a href=\"#rule-702-111\">702.111<\/a>, \u201cMenace.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mentor\"><strong>Mentor<\/strong><br \/>\n    A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule <a href=\"#rule-702-134\">702.134<\/a>, \u201cMentor.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Merged-Permanent\"><strong>Merged Permanent<\/strong><br \/>\n    A card or token may merge with a permanent to form a merged permanent. This merged permanent is represented by more than one card and\/or token. See rule <a href=\"#rule-729\">729<\/a>, \u201cMerging with Permanents.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mill\"><strong>Mill<\/strong><br \/>\n    To mill a number of cards, a player puts that many cards from the top of their library into their graveyard. See rule <a href=\"#rule-701-17\">701.17<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Minimum-Deck-Size\"><strong>Minimum Deck Size<\/strong><br \/>\n    If a rule or effect states that a player\u2019s deck must contain at least a specific number of cards, that number is the player\u2019s minimum deck size.<\/p>\n<p style=\"text-align: justify\" id=\"Miracle\"><strong>Miracle<\/strong><br \/>\n    A keyword ability that lets you cast a spell for a reduced cost if it\u2019s the first card you draw in a turn. See rule <a href=\"#rule-702-94\">702.94<\/a>, \u201cMiracle.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mobilize\"><strong>Mobilize<\/strong><br \/>\n    A keyword ability that creates a number of tapped and attacking red Warrior creature tokens that are sacrificed at the beginning of the next end step. See rule <a href=\"#rule-702-181\">702.181<\/a>, \u201cMobilize.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Modal-Mode\"><strong>Modal, Mode<\/strong><br \/>\n    A spell or ability is \u201cmodal\u201d if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as \u201cChoose one \u2014.\u201d See rule <a href=\"#rule-700-2\">700.2<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Modal-Double-Faced-Cards\"><strong>Modal Double-Faced Cards<\/strong><br \/>\n    One kind of double-faced card. Modal double-faced cards can be played with either of their two faces up. See rule <a href=\"#rule-712\">712<\/a>, \u201cDouble-Faced Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Modified\"><strong>Modified<\/strong><br \/>\n    A modified creature is a creature that has a counter on it, is equipped, or is enchanted by an Aura its controller also controls. See rule <a href=\"#rule-700-9\">700.9<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Modular\"><strong>Modular<\/strong><br \/>\n    A keyword ability that has a permanent enter the battlefield with &#043;1\/&#043;1 counters on it and can move those counters to other artifact creatures. See rule <a href=\"#rule-702-43\">702.43<\/a>, \u201cModular.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Monarch\"><strong>Monarch<\/strong><br \/>\n    A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of their end step. Dealing combat damage to the monarch steals the title from that player. See rule <a href=\"#rule-724\">724<\/a>, \u201cThe Monarch.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mono-Artifact-(Obsolete)\"><strong>Mono Artifact (Obsolete)<\/strong><br \/>\n    An obsolete term that appeared on the type line of artifacts with activated abilities that caused the artifact to become tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say \u201cArtifact,\u201d and those abilities now include the tap symbol in their costs.<\/p>\n<p style=\"text-align: justify\" id=\"Monocolored\"><strong>Monocolored<\/strong><br \/>\n    An object with exactly one color is monocolored. Colorless objects aren\u2019t monocolored. See rule <a href=\"#rule-105\">105<\/a>, \u201cColors,\u201d and rule <a href=\"#rule-202\">202<\/a>, \u201cMana Cost and Color.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Monocolored-Hybrid-Mana-Symbols\"><strong>Monocolored Hybrid Mana Symbols<\/strong><br \/>\n    See <a href=\"#Hybrid-Mana-Symbols\">Hybrid Mana Symbols<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Monstrosity\"><strong>Monstrosity<\/strong><br \/>\n    A keyword action that puts &#043;1\/&#043;1 counters on a creature and makes it become monstrous. See rule <a href=\"#rule-701-37\">701.37<\/a>, \u201cMonstrosity.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Monstrous\"><strong>Monstrous<\/strong><br \/>\n    A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule <a href=\"#rule-701-37\">701.37<\/a>, \u201cMonstrosity.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"More-Than-Meets-the-Eye\"><strong>More Than Meets the Eye<\/strong><br \/>\n    A keyword ability that allows some cards to be cast converted. See rule <a href=\"#rule-702-162\">702.162<\/a>, \u201cMore Than Meets the Eye,\u201d and rule <a href=\"#rule-701-28\">701.28<\/a>, \u201cConvert.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Morph\"><strong>Morph<\/strong><br \/>\n    A keyword ability that lets a card be cast face down as a 2\/2 creature. See rule <a href=\"#rule-702-37\">702.37<\/a>, \u201cMorph,\u201d and rule <a href=\"#rule-708\">708<\/a>, \u201cFace-Down Spells and Permanents.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mountain\"><strong>Mountain<\/strong><br \/>\n    One of the five basic land types. Any land with this subtype has the ability \u201c{T}: Add {R}.\u201d See rule <a href=\"#rule-305-6\">305.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Mountaincycling\"><strong>Mountaincycling<\/strong><br \/>\n    See <a href=\"#Typecycling\">Typecycling<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Mountainwalk\"><strong>Mountainwalk<\/strong><br \/>\n    See <a href=\"#Landwalk\">Landwalk<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Move\"><strong>Move<\/strong><br \/>\n    To remove a counter from one object and put it on a different object. See rule <a href=\"#rule-122-5\">122.5<\/a>.<br \/>\n    Some older cards used \u201cmove\u201d with respect to Auras; those cards have received errata in the Oracle card reference and now use the word \u201cattach.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mulligan\"><strong>Mulligan<\/strong><br \/>\n    To take a mulligan is to reject a prospective opening hand in favor of a new one. See rule <a href=\"#rule-103-5\">103.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Multicolored\"><strong>Multicolored<\/strong><br \/>\n    An object with two or more colors is multicolored. Multicolored is not a color. See rule <a href=\"#rule-105\">105<\/a>, \u201cColors,\u201d and rule <a href=\"#rule-202\">202<\/a>, \u201cMana Cost and Color.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Multikicker\"><strong>Multikicker<\/strong><br \/>\n    Multikicker is a variant of the kicker keyword ability. It represents an optional additional cost that may be paid any number of times. See rule <a href=\"#rule-702-33\">702.33<\/a>, \u201cKicker.\u201d See also <a href=\"#Kicker\">Kicker<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Multiplayer-Game\"><strong>Multiplayer Game<\/strong><br \/>\n    A game that begins with more than two players. See <a href=\"#section-8\">section 8, \u201cMultiplayer Rules.\u201d<\/a><\/p>\n<p style=\"text-align: justify\" id=\"Mutate\"><strong>Mutate<\/strong><br \/>\n    A keyword that lets a creature card be cast as a mutating creature spell. See rule <a href=\"#rule-702-140\">702.140<\/a>, \u201cMutate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Mutating-Creature-Spell\"><strong>Mutating Creature Spell<\/strong><br \/>\n    A creature spell cast using the mutate keyword ability. As it resolves, if its target creature is legal, it merges with the target creature. The resulting creature has all characteristics of the topmost component and has the abilities of each component. See rule <a href=\"#rule-702-140\">702.140<\/a>, \u201cMutate,\u201d and rule <a href=\"#rule-729\">729<\/a>, \u201cMerging with Permanents.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Myriad\"><strong>Myriad<\/strong><br \/>\n    Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule <a href=\"#rule-702-116\">702.116<\/a>, \u201cMyriad.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Name\"><strong>Name<\/strong><br \/>\n    A characteristic, and part of a card. A card\u2019s name is printed in its upper left corner. See rule <a href=\"#rule-201\">201<\/a>, \u201cName.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Night\"><strong>Night<\/strong><br \/>\n    Along with day, a designation the game can have. See rule <a href=\"#rule-730\">730<\/a>, \u201cDay and Night,\u201d and rule <a href=\"#rule-702-145\">702.145<\/a>, \u201cDaybound and Nightbound.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Nightbound\"><strong>Nightbound<\/strong><br \/>\n    An ability found on the back faces of some double-faced cards. Cards with daybound and nightbound are face up when it\u2019s day and face down when it\u2019s night. See rule <a href=\"#rule-702-145\">702.145<\/a>, \u201cDaybound and Nightbound,\u201d and rule <a href=\"#rule-730\">730<\/a>, \u201cDay and Night.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Ninjutsu\"><strong>Ninjutsu<\/strong><br \/>\n    A keyword ability that lets a creature suddenly enter combat. See rule <a href=\"#rule-702-49\">702.49<\/a>, \u201cNinjutsu.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Nonbasic-Land\"><strong>Nonbasic Land<\/strong><br \/>\n    Any land that doesn\u2019t have the supertype \u201cbasic.\u201d See rule <a href=\"#rule-205-4\">205.4<\/a>, \u201cSupertypes.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Nonmodal-Double-Faced-Card\"><strong>Nonmodal Double-Faced Card<\/strong><br \/>\n    One kind of double-faced card. Nonmodal double-faced cards default to being cast with their front faces up but can transform to their back faces in some way. See rule <a href=\"#rule-712\">712<\/a>, \u201cDouble-Faced Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Nontraditional-Magic-Card\"><strong>Nontraditional Magic Card<\/strong><br \/>\n    A card not included in players\u2019 decks. It may be oversized or have a card back other than a \u201cDeckmaster\u201d back. See rule <a href=\"#rule-108-2\">108.2<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Object\"><strong>Object<\/strong><br \/>\n    An ability on the stack, a card, a copy of a card, an emblem, a token, a spell, or a permanent. See rule <a href=\"#rule-109\">109<\/a>, \u201cObjects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Offering\"><strong>Offering<\/strong><br \/>\n    A keyword ability that modifies when you can cast a spell and how much mana you need to spend to do it. See rule <a href=\"#rule-702-48\">702.48<\/a>, \u201cOffering.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Offspring\"><strong>Offspring<\/strong><br \/>\n    A keyword ability that allows you to pay an additional cost as you cast a creature spell to create a 1\/1 token that\u2019s a copy of that permanent when it enters the battlefield. See rule <a href=\"#rule-702-175\">702.175<\/a>, \u201cOffspring.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Omen-Card\"><strong>Omen Card<\/strong><br \/>\n    Cards with a two-part card frame (one part of which is inset on the left) on a single card where the alternative characteristics include the Omen spell type. See rule <a href=\"#rule-720\">720<\/a>, \u201cOmen Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"One-Shot-Effect\"><strong>One-Shot Effect<\/strong><br \/>\n    An effect that does something just once and doesn\u2019t have a duration. See rule <a href=\"#rule-610\">610<\/a>, \u201cOne-Shot Effects.\u201d See also <a href=\"#Continuous-Effects\">Continuous Effects<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Ongoing\"><strong>Ongoing<\/strong><br \/>\n    A supertype that appears only on scheme cards. See rule <a href=\"#rule-205-4\">205.4<\/a>, \u201cSupertypes.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Opening-Hand\"><strong>Opening Hand<\/strong><br \/>\n    The hand of cards a player starts the game with, once the player has decided not to take any further mulligans. See rule <a href=\"#rule-103-5\">103.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Opponent\"><strong>Opponent<\/strong><br \/>\n    Someone a player is playing against. See rules <a href=\"#rule-102-2\">102.2<\/a> and <a href=\"#rule-102-3\">102.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Option\"><strong>Option<\/strong><br \/>\n    An additional rule or set of rules that can be used in a multiplayer game. See rule <a href=\"#rule-800-2\">800.2<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Oracle\"><strong>Oracle<\/strong><br \/>\n    The reference that contains the up-to-date wordings (in English) for all tournament-legal cards. A card\u2019s Oracle text can be found using the Gatherer card database at <a href=\"https:\/\/Gatherer.Wizards.com\" target=\"_blank\">Gatherer.Wizards.com<\/a>. See rule <a href=\"#rule-108-1\">108.1<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Outlast\"><strong>Outlast<\/strong><br \/>\n    A keyword ability that allows a creature to grow larger over time. See rule <a href=\"#rule-702-107\">702.107<\/a>, \u201cOutlast.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Outside-the-Game\"><strong>Outside the Game<\/strong><br \/>\n    An object is \u201coutside the game\u201d if it isn\u2019t in any of the game\u2019s zones. See rule <a href=\"#rule-400-11\">400.11<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Overload\"><strong>Overload<\/strong><br \/>\n    A keyword ability that allows a spell to affect either a single target or many objects. See rule <a href=\"#rule-702-96\">702.96<\/a>, \u201cOverload.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Owner\"><strong>Owner<\/strong><br \/>\n    The player who (for purposes of the game) a card, permanent, token, or spell belongs to. See rules <a href=\"#rule-108-3\">108.3<\/a>, <a href=\"#rule-110-2\">110.2<\/a>, <a href=\"#rule-111-2\">111.2<\/a>, and <a href=\"#rule-112-2\">112.2<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Paired\"><strong>Paired<\/strong><br \/>\n    A term that describes a creature that\u2019s been affected by a soulbond ability. See rule <a href=\"#rule-702-95\">702.95<\/a>, \u201cSoulbond.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Paris-Mulligan\"><strong>Paris Mulligan<\/strong><br \/>\n    Informal term for a previous system of taking a mulligan. Using the Paris mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. For current mulligan rules, see rule <a href=\"#rule-103-5\">103.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Partner-\u201cPartner\u2014[text]\u201d-\u201cPartner-with-[name]\u201d\"><strong>Partner, \u201cPartner\u2014[text],\u201d \u201cPartner with [name]\u201d<\/strong><br \/>\n    A keyword ability that lets two legendary cards be your commander in the Commander variant rather than one. \u201cPartner with [name]\u201d is a specialized version of the ability that works even outside of the Commander variant to help two cards reach the battlefield together. See rule <a href=\"#rule-702-124\">702.124<\/a>, \u201cPartner,\u201d and rule <a href=\"#rule-903\">903<\/a>, \u201cCommander.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Party\"><strong>Party<\/strong><br \/>\n    Some cards refer to the number of creatures in your party. A player\u2019s party includes up to one each of Cleric, Rogue, Warrior, and Wizard. See rule <a href=\"#rule-700-8\">700.8<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Pass\"><strong>Pass<\/strong><br \/>\n    To decline to take any action (such as casting a spell or activating an ability) when you have priority. See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Pass-in-Succession\"><strong>Pass in Succession<\/strong><br \/>\n    All players \u201cpass in succession\u201d if each player in the game (starting with any one of them) opts not to take an action upon receiving priority. See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Pawprint-Symbol\"><strong>Pawprint Symbol<\/strong><br \/>\n    A symbol shaped like a pawprint that is used to indicate the modes on some modal spells. See rule <a href=\"#rule-700-2i\">700.2i<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Pay\"><strong>Pay<\/strong><br \/>\n    To perform the actions required by a cost. This often means, but is not restricted to, spending resources such as mana or life. See rule <a href=\"#rule-118\">118<\/a>, \u201cCosts.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Permanent\"><strong>Permanent<\/strong><br \/>\n    A card or token on the battlefield. See rule <a href=\"#rule-110\">110<\/a>, \u201cPermanents.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Permanent-Card\"><strong>Permanent Card<\/strong><br \/>\n    A card that could be put onto the battlefield. See rule <a href=\"#rule-110-4a\">110.4a<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Permanent-Spell\"><strong>Permanent Spell<\/strong><br \/>\n    A spell that will enter the battlefield as a permanent as part of its resolution. See rule <a href=\"#rule-110-4b\">110.4b<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Permanently-(Obsolete)\"><strong>Permanently (Obsolete)<\/strong><br \/>\n    An obsolete term used to indicate that a continuous effect has no duration and thus lasts until the end of the game. Cards printed with this term have received errata in the Oracle card reference to delete it.<\/p>\n<p style=\"text-align: justify\" id=\"Persist\"><strong>Persist<\/strong><br \/>\n    A keyword ability that can return a creature from the graveyard to the battlefield. See rule <a href=\"#rule-702-79\">702.79<\/a>, \u201cPersist.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Phase\"><strong>Phase<\/strong><br \/>\n    1. A subsection of a turn. See <a href=\"#section-5\">section 5, \u201cTurn Structure.\u201d<\/a><br \/>\n    2. A permanent \u201cphases in\u201d when its status changes from phased out to phased in. A permanent \u201cphases out\u201d when its status changes from phased in to phased out. See rule <a href=\"#rule-702-26\">702.26<\/a>, \u201cPhasing.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Phased-In-Phased-Out\"><strong>Phased In, Phased Out<\/strong><br \/>\n    A status a permanent may have. Phased-in is the default status. Phased-out permanents are treated as though they do not exist. See rule <a href=\"#rule-110-5\">110.5<\/a> and rule <a href=\"#rule-702-26\">702.26<\/a>, \u201cPhasing.\u201d (\u201cPhased-out\u201d was a zone in older versions of the rules.)<\/p>\n<p style=\"text-align: justify\" id=\"Phasing\"><strong>Phasing<\/strong><br \/>\n    A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule <a href=\"#rule-702-26\">702.26<\/a>, \u201cPhasing.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Phenomenon\"><strong>Phenomenon<\/strong><br \/>\n    A card type seen only on nontraditional Magic cards in the Planechase casual variant. A phenomenon card is not a permanent. See rule <a href=\"#rule-312\">312<\/a>, \u201cPhenomena.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Phyrexian-Mana-Symbol\"><strong>Phyrexian Mana Symbol<\/strong><br \/>\n    A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule <a href=\"#rule-107-4\">107.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Phyrexian-Symbol\"><strong>Phyrexian Symbol<\/strong><br \/>\n    A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule <a href=\"#rule-107-4g\">107.4g<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Pile\"><strong>Pile<\/strong><br \/>\n    A temporary grouping of cards. See rule <a href=\"#rule-700-3\">700.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Placed\"><strong>Placed<\/strong><br \/>\n    (Obsolete) Some spells and abilities previously referred to a counter being \u201cplaced\u201d on a permanent. These cards have received errata in the Oracle card reference to use the term \u201cput\u201d instead. Due to a rules change, these cards continue to function as they did before. See rule <a href=\"#rule-122\">122<\/a>, \u201cCounters.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Plains\"><strong>Plains<\/strong><br \/>\n    One of the five basic land types. Any land with this subtype has the ability \u201c{T}: Add {W}.\u201d See rule <a href=\"#rule-305-6\">305.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Plainscycling\"><strong>Plainscycling<\/strong><br \/>\n    See <a href=\"#Typecycling\">Typecycling<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Plainswalk\"><strong>Plainswalk<\/strong><br \/>\n    See <a href=\"#Landwalk\">Landwalk<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Planar-Deck\"><strong>Planar Deck<\/strong><br \/>\n    A deck of at least ten plane cards needed to play the Planechase casual variant. See rule <a href=\"#rule-901-3\">901.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Planar-Die\"><strong>Planar Die<\/strong><br \/>\n    A specialized six-sided die needed to play the Planechase casual variant. See rule <a href=\"#rule-901-3\">901.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Plane\"><strong>Plane<\/strong><br \/>\n    A card type seen only on nontraditional Magic cards in the Planechase casual variant. A plane card is not a permanent. See rule <a href=\"#rule-311\">311<\/a>, \u201cPlanes.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Planechase\"><strong>Planechase<\/strong><br \/>\n    A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule <a href=\"#rule-901\">901<\/a>, \u201cPlanechase.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Planeswalk\"><strong>Planeswalk<\/strong><br \/>\n    To put each face-up plane card or phenomenon card on the bottom of its owner\u2019s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up in a Planechase game. See rule <a href=\"#rule-701-31\">701.31<\/a>, \u201cPlaneswalk.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Planeswalker\"><strong>Planeswalker<\/strong><br \/>\n    A card type. A planeswalker is a permanent. See rule <a href=\"#rule-306\">306<\/a>, \u201cPlaneswalkers.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Planeswalker-Symbol\"><strong>Planeswalker Symbol<\/strong><br \/>\n    The Planeswalker symbol appears on the planar die in the Planechase casual variant. See rule <a href=\"#rule-107-11\">107.11<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Planeswalker-Type\"><strong>Planeswalker Type<\/strong><br \/>\n    A subtype that\u2019s correlated to the planeswalker card type. See rule <a href=\"#rule-306\">306<\/a>, \u201cPlaneswalkers.\u201d See rule <a href=\"#rule-205-3j\">205.3j<\/a> for the list of planeswalker types.<\/p>\n<p style=\"text-align: justify\" id=\"Planeswalker-Uniqueness-Rule-(Obsolete)\"><strong>Planeswalker Uniqueness Rule (Obsolete)<\/strong><br \/>\n    Older versions of the rules stated that a player who controlled two or more planeswalkers with the same planeswalker type would put all but one of those planeswalkers into their owners\u2019 graveyards. This rule was called the \u201cplaneswalker uniqueness rule\u201d and no longer exists.<\/p>\n<p style=\"text-align: justify\" id=\"Play\"><strong>Play<\/strong><br \/>\n    1. To play a land is to put a land onto the battlefield as a special action. See rule <a href=\"#rule-116\">116<\/a>, \u201cSpecial Actions,\u201d and rule <a href=\"#rule-305\">305<\/a>, \u201cLands.\u201d<br \/>\n    2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule <a href=\"#rule-601\">601<\/a>, \u201cCasting Spells.\u201d<br \/>\n    3. (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata in the Oracle card reference. See <a href=\"#Cast\">Cast<\/a>.<br \/>\n    4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with that text have received errata in the Oracle card reference. See <a href=\"#Activate\">Activate<\/a>.<br \/>\n    5. (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that contains the phrases \u201cin play,\u201d \u201cfrom play,\u201d \u201cinto play,\u201d or the like are referring to the battlefield and have received errata in the Oracle card reference. See <a href=\"#Battlefield\">Battlefield<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Player\"><strong>Player<\/strong><br \/>\n    One of the people in the game. See rule <a href=\"#rule-102\">102<\/a>, \u201cPlayers.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Plot\"><strong>Plot<\/strong><br \/>\n    A keyword ability that lets a player exile cards from their hand and cast them without paying their mana cost on future turns. See rule <a href=\"#rule-702-170\">702.170<\/a>, \u201cPlot.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Plotted\"><strong>Plotted<\/strong><br \/>\n    A card exiled using the plot special action becomes plotted. Other effects can also make an exiled card plotted. See rule <a href=\"#rule-702-170\">702.170<\/a>, \u201cPlot.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Poison-Counter\"><strong>Poison Counter<\/strong><br \/>\n    A counter that may be given to a player. See rule <a href=\"#rule-122\">122<\/a>, \u201cCounters,\u201d and rule <a href=\"#rule-704-5c\">704.5c<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Poisoned\"><strong>Poisoned<\/strong><br \/>\n    Having one or more poison counters. See rule <a href=\"#rule-122\">122<\/a>, \u201cCounters.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Poisonous\"><strong>Poisonous<\/strong><br \/>\n    A keyword ability that causes a player to get poison counters. See rule <a href=\"#rule-702-70\">702.70<\/a>, \u201cPoisonous.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Poly-Artifact-(Obsolete)\"><strong>Poly Artifact (Obsolete)<\/strong><br \/>\n    An obsolete term that appeared on the type line of artifacts with activated abilities that didn\u2019t cause the artifact to be tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say \u201cArtifact.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Populate\"><strong>Populate<\/strong><br \/>\n    A keyword action that creates a copy of a creature token you control. See rule <a href=\"#rule-701-36\">701.36<\/a>, \u201cPopulate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Postcombat-Main-Phase\"><strong>Postcombat Main Phase<\/strong><br \/>\n    A main phase that occurs after a combat phase. See <a href=\"#Main-Phase\">Main Phase<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Power\"><strong>Power<\/strong><br \/>\n    1. Part of a card that only creature cards have. A creature card\u2019s power is printed before the slash in its lower right corner. See rule <a href=\"#rule-208\">208<\/a>, \u201cPower\/Toughness.\u201d<br \/>\n    2. A characteristic that only creatures have. See rule <a href=\"#rule-302-4\">302.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Powerstone-Token\"><strong>Powerstone Token<\/strong><br \/>\n    A Powerstone token is a colorless artifact token with \u201c{T}: Add {C}. This mana can\u2019t be spent to cast a nonartifact spell.\u201d For more information about predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Precombat-Main-Phase\"><strong>Precombat Main Phase<\/strong><br \/>\n    The first main phase of a turn. See <a href=\"#Main-Phase\">Main Phase<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Prevent\"><strong>Prevent<\/strong><br \/>\n    A word used by prevention effects to indicate what damage will not be dealt. See rule <a href=\"#rule-615\">615<\/a>, \u201cPrevention Effects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Prevention-Effect\"><strong>Prevention Effect<\/strong><br \/>\n    A kind of continuous effect that watches for a damage event that would happen and completely or partially prevents the damage that would be dealt. See rule <a href=\"#rule-615\">615<\/a>, \u201cPrevention Effects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Priority\"><strong>Priority<\/strong><br \/>\n    Which player can take actions at any given time is determined by a system of \u201cpriority.\u201d See rule <a href=\"#rule-117\">117<\/a>, \u201cTiming and Priority.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Prize\"><strong>Prize<\/strong><br \/>\n    An additional reward for visiting some Attractions. See rule <a href=\"#rule-702-159\">702.159<\/a>, \u201cVisit.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Proliferate\"><strong>Proliferate<\/strong><br \/>\n    To give an additional counter to any number of players and\/or permanents of each kind they already have. See rule <a href=\"#rule-701-34\">701.34<\/a>, \u201cProliferate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Protect-Protector\"><strong>Protect, Protector<\/strong><br \/>\n    Each battle has a player designated as its protector, and that player protects that battle. See rule <a href=\"#rule-310-8\">310.8<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Protection\"><strong>Protection<\/strong><br \/>\n    A keyword ability that provides a range of benefits against objects with a specific quality. See rule <a href=\"#rule-702-16\">702.16<\/a>, \u201cProtection.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Prototype\"><strong>Prototype<\/strong><br \/>\n    An ability which allows a prototype card to be cast with a secondary set of characteristics. See rule <a href=\"#rule-718\">718<\/a>, \u201cPrototype Cards,\u201d and rule <a href=\"#rule-702-160\">702.160<\/a>, \u201cPrototype.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Prototype-Card\"><strong>Prototype Card<\/strong><br \/>\n    Cards with a two-part card frame (one part of which is inset under the type line) on a single card. See rule <a href=\"#rule-718\">718<\/a>, \u201cPrototype Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Provoke\"><strong>Provoke<\/strong><br \/>\n    A keyword ability that can force a creature to block. See rule <a href=\"#rule-702-39\">702.39<\/a>, \u201cProvoke.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Prowess\"><strong>Prowess<\/strong><br \/>\n    A keyword ability that causes a creature to get &#043;1\/&#043;1 whenever its controller casts a noncreature spell. See rule <a href=\"#rule-702-108\">702.108<\/a>, \u201cProwess.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Prowl\"><strong>Prowl<\/strong><br \/>\n    A keyword ability that may allow a spell to be cast for an alternative cost. See rule <a href=\"#rule-702-76\">702.76<\/a>, \u201cProwl.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Public-Zone\"><strong>Public Zone<\/strong><br \/>\n    A zone in which all players can be expected to see the cards\u2019 faces. See rule <a href=\"#rule-400-2\">400.2<\/a>. See also <a href=\"#Hidden-Zone\">Hidden Zone<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Rad-Counter\"><strong>Rad Counter<\/strong><br \/>\n    A type of counter a player can have that causes that player to mill cards at the beginning of their precombat main phase, then lose 1 life and remove one rad counter for each nonland card milled this way. See rule <a href=\"#rule-122\">122<\/a>, \u201cCounters,\u201d and rule <a href=\"#rule-727\">727<\/a>, \u201cRad Counters.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Rampage\"><strong>Rampage<\/strong><br \/>\n    A keyword ability that can make a creature better in combat. See rule <a href=\"#rule-702-23\">702.23<\/a>, \u201cRampage.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Range-of-Influence\"><strong>Range of Influence<\/strong><br \/>\n    See <a href=\"#Limited-Range-of-Influence\">Limited Range of Influence<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Ravenous\"><strong>Ravenous<\/strong><br \/>\n    A keyword ability found on some creature cards with {X} in their mana cost. The creature enters the battlefield with X &#043;1\/&#043;1 counters on it, and you draw a card if X is 5 or more. See rule <a href=\"#rule-702-156\">702.156<\/a>, \u201cRavenous.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Reach\"><strong>Reach<\/strong><br \/>\n    A keyword ability that allows a creature to block an attacking creature with flying. See rule <a href=\"#rule-702-17\">702.17<\/a>, \u201cReach.\u201d See also <a href=\"#Flying\">Flying<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Read-Ahead\"><strong>Read Ahead<\/strong><br \/>\n    A keyword ability found on some Sagas that allows their controller to choose which chapter it starts on. See rule <a href=\"#rule-702-155\">702.155<\/a>, \u201cRead Ahead.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Rebound\"><strong>Rebound<\/strong><br \/>\n    A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule <a href=\"#rule-702-88\">702.88<\/a>, \u201cRebound.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Reconfigure\"><strong>Reconfigure<\/strong><br \/>\n    A keyword ability that allows an Equipment creature to temporarily stop being a creature and become attached to another creature. See rule <a href=\"#rule-702-151\">702.151<\/a>, \u201cReconfigure.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Recover\"><strong>Recover<\/strong><br \/>\n    A keyword ability that lets a player return a card from their graveyard to their hand. See rule <a href=\"#rule-702-59\">702.59<\/a>, \u201cRecover.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Redirect-(Obsolete)\"><strong>Redirect (Obsolete)<\/strong><br \/>\n    Some older cards were printed with the term \u201credirect\u201d to indicate a redirection effect. Such cards have received errata in the Oracle card reference so they explicitly state that damage that would be dealt to one object or player is dealt \u201cinstead\u201d to another. See <a href=\"#Redirection-Effect\">Redirection Effect<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Redirection-Effect\"><strong>Redirection Effect<\/strong><br \/>\n    A kind of replacement effect that causes damage that would be dealt to one creature, planeswalker, or player to be dealt instead to another creature, planeswalker, or player. See rule <a href=\"#rule-614-9\">614.9<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Reflexive-Triggered-Ability\"><strong>Reflexive Triggered Ability<\/strong><br \/>\n    An ability that triggers based on actions taken earlier during a spell or ability\u2019s resolution. See rule <a href=\"#rule-603-12\">603.12<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Regenerate\"><strong>Regenerate<\/strong><br \/>\n    To replace a permanent\u2019s destruction with an alternate sequence of events. See rule <a href=\"#rule-701-19\">701.19<\/a>, \u201cRegenerate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Reinforce\"><strong>Reinforce<\/strong><br \/>\n    A keyword ability that lets a player put &#043;1\/&#043;1 counters on a creature. See rule <a href=\"#rule-702-77\">702.77<\/a>, \u201cReinforce.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Reminder-Text\"><strong>Reminder Text<\/strong><br \/>\n    Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is not actually rules text and has no effect on play. See rule <a href=\"#rule-207-2\">207.2<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Removed-from-Combat\"><strong>Removed from Combat<\/strong><br \/>\n    Certain events can cause an attacking or blocking creature, or a planeswalker that\u2019s being attacked, to be \u201cremoved from combat.\u201d A permanent that\u2019s removed from combat has no further involvement in that combat phase. See rule <a href=\"#rule-506-4\">506.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Remove-from-the-Game-Removed-Removed-from-the-Game-Zone-(Obsolete)\"><strong>Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete)<\/strong><br \/>\n    \u201cRemove [something] from the game\u201d is an obsolete term for \u201cexile [something].\u201d \u201cThe removed card\u201d is an obsolete term for \u201cthe exiled card.\u201d The removed-from-the-game zone is an obsolete term for the exile zone. Cards with that text have received errata in the Oracle card reference. See <a href=\"#Exile\">Exile<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Renown\"><strong>Renown<\/strong><br \/>\n    A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule <a href=\"#rule-702-112\">702.112<\/a>, \u201cRenown.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Renowned\"><strong>Renowned<\/strong><br \/>\n    A designation given to a permanent as a result of the renown ability. See rule <a href=\"#rule-702-112\">702.112<\/a>, \u201cRenown.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Replacement-Effect\"><strong>Replacement Effect<\/strong><br \/>\n    A kind of continuous effect that watches for a particular event that would happen and completely or partially replaces that event with a different event. See rule <a href=\"#rule-614\">614<\/a>, \u201cReplacement Effects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Replicate\"><strong>Replicate<\/strong><br \/>\n    A keyword ability that creates copies of a spell. See rule <a href=\"#rule-702-56\">702.56<\/a>, \u201cReplicate.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Requirement\"><strong>Requirement<\/strong><br \/>\n    An effect that forces one or more creatures to attack or block. See rules <a href=\"#rule-508-1d\">508.1d<\/a> and <a href=\"#rule-509-1c\">509.1c<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Resolve\"><strong>Resolve<\/strong><br \/>\n    When the spell or ability on top of the stack \u201cresolves,\u201d its instructions are followed and it has its effect. See rule <a href=\"#rule-608\">608<\/a>, \u201cResolving Spells and Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Restart-the-Game\"><strong>Restart the Game<\/strong><br \/>\n    To immediately end the current game and restart it. See rule <a href=\"#rule-104\">104<\/a>, \u201cEnding the Game.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Respond\"><strong>Respond<\/strong><br \/>\n    To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule <a href=\"#rule-117-7\">117.7<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Restriction\"><strong>Restriction<\/strong><br \/>\n    An effect that precludes one or more creatures from attacking or blocking. See rules <a href=\"#rule-508-1c\">508.1c<\/a> and <a href=\"#rule-509-1b\">509.1b<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Retrace\"><strong>Retrace<\/strong><br \/>\n    A keyword ability that lets a player cast a card from their graveyard. See rule <a href=\"#rule-702-81\">702.81<\/a>, \u201cRetrace.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Reveal\"><strong>Reveal<\/strong><br \/>\n    To show a card to all players for a brief time. See rule <a href=\"#rule-701-20\">701.20<\/a>, \u201cReveal.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"The-Ring\"><strong>The Ring<\/strong><br \/>\n    An emblem that may be created at the time the Ring tempts you. See rule <a href=\"#rule-701-54\">701.54<\/a>, \u201cThe Ring Tempts You.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"The-Ring-Tempts-You\"><strong>The Ring Tempts You<\/strong><br \/>\n    A keyword action that causes a player to choose a creature they control to be their legendary Ring-bearer and may cause them to create an emblem called The Ring. See rule <a href=\"#rule-701-54\">701.54<\/a>, \u201cThe Ring Tempts You.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Ring-bearer\"><strong>Ring-bearer<\/strong><br \/>\n    A designation that a creature can be given as the Ring tempts you. See rule <a href=\"#rule-701-54\">701.54<\/a>, \u201cThe Ring Tempts You.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Riot\"><strong>Riot<\/strong><br \/>\n    A keyword ability that lets a player choose whether certain creatures enter the battlefield with haste or with a &#043;1\/&#043;1 counter. See rule <a href=\"#rule-702-136\">702.136<\/a>, \u201cRiot.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Ripple\"><strong>Ripple<\/strong><br \/>\n    A keyword ability that may let a player cast extra cards from their library for no cost. See rule <a href=\"#rule-702-60\">702.60<\/a>, \u201cRipple.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Role\"><strong>Role<\/strong><br \/>\n    Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability. If a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner\u2019s graveyard. See rule <a href=\"#rule-303-7\">303.7<\/a> and rules <a href=\"#rule-111-10j\">111.10j\u2013r<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Roll-a-d20\"><strong>Roll a d20<\/strong><br \/>\n    To roll a twenty-sided die. Similarly, a d4 is a four-sided die, a d6 is a six-sided die, and so on. See rule <a href=\"#rule-706\">706<\/a>, \u201cRolling a Die.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Room\"><strong>Room<\/strong><br \/>\n    1. A subsection of a dungeon card. See rule <a href=\"#rule-309\">309<\/a>, \u201cDungeons.\u201d<br \/>\n    2. An enchantment subtype found on some split cards. See rule <a href=\"#rule-709\">709<\/a>, \u201cSplit Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Room-Ability\"><strong>Room Ability<\/strong><br \/>\n    A triggered ability that triggers whenever a player moves their venture marker into a room of a dungeon card. See rule <a href=\"#rule-309\">309<\/a>, \u201cDungeons.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Rules-Text\"><strong>Rules Text<\/strong><br \/>\n    A characteristic that defines a card\u2019s abilities. See rule <a href=\"#rule-207-1\">207.1<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Sacrifice\"><strong>Sacrifice<\/strong><br \/>\n    To move a permanent you control to its owner\u2019s graveyard. See rule <a href=\"#rule-701-21\">701.21<\/a>, \u201cSacrifice.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Saddle\"><strong>Saddle<\/strong><br \/>\n    A keyword ability that lets you tap creatures to make another creature \u201csaddled\u201d until end of turn. See rule <a href=\"#rule-702-171\">702.171<\/a>, \u201cSaddle.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Saddled\"><strong>Saddled<\/strong><br \/>\n    A designation given to a creature whose saddle ability has resolved. See rule <a href=\"#rule-702-171\">702.171<\/a>, \u201cSaddle.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Saga\"><strong>Saga<\/strong><br \/>\n    An enchantment subtype. Sagas have a number of chapter abilities that take effect over a number of turns to tell a story. See rule <a href=\"#rule-714\">714<\/a>, \u201cSaga Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Scavenge\"><strong>Scavenge<\/strong><br \/>\n    A keyword ability that allows you to exile a creature card from your graveyard to put &#043;1\/&#043;1 counters on a creature. See rule <a href=\"#rule-702-97\">702.97<\/a>, \u201cScavenge.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Scheme\"><strong>Scheme<\/strong><br \/>\n    A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule <a href=\"#rule-314\">314<\/a>, \u201cSchemes.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Scheme-Deck\"><strong>Scheme Deck<\/strong><br \/>\n    A deck of at least twenty scheme cards needed to play the Archenemy casual variant. See rule <a href=\"#rule-904-3\">904.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Scry\"><strong>Scry<\/strong><br \/>\n    To manipulate some of the cards on top of your library. See rule <a href=\"#rule-701-22\">701.22<\/a>, \u201cScry.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Search\"><strong>Search<\/strong><br \/>\n    To look at all cards in a stated zone and possibly find a card that matches a given description. See rule <a href=\"#rule-701-23\">701.23<\/a>, \u201cSearch.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Secondary-Title-Bar\"><strong>Secondary Title Bar<\/strong><br \/>\n    A smaller name line with the Oracle reference name of a card which has an alternate name in its upper left corner. See rule <a href=\"#rule-201-6\">201.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Set-Aside-(Obsolete)\"><strong>Set Aside (Obsolete)<\/strong><br \/>\n    \u201cSet [something] aside\u201d is an obsolete term for \u201cexile [something].\u201d Cards with that text have received errata in the Oracle card reference. See <a href=\"#Exile\">Exile<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Set-in-Motion\"><strong>Set in Motion<\/strong><br \/>\n    To move a scheme card off the top of your scheme deck and turn it face up. See rule <a href=\"#rule-701-32\">701.32<\/a>, \u201cSet in Motion.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Shadow\"><strong>Shadow<\/strong><br \/>\n    A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule <a href=\"#rule-702-28\">702.28<\/a>, \u201cShadow.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Shard-Token\"><strong>Shard Token<\/strong><br \/>\n    A Shard token is a colorless enchantment token with \u201c{2}, Sacrifice this token: Scry 1, then draw a card.\u201d For more information on predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Shared-Life-Total\"><strong>Shared Life Total<\/strong><br \/>\n    In the Two-Headed Giant multiplayer variant, each team has a \u201cshared life total\u201d rather than each player having an individual life total. See rule <a href=\"#rule-810\">810<\/a>, \u201cTwo-Headed Giant Variant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Shared-Team-Turns-Option\"><strong>Shared Team Turns Option<\/strong><br \/>\n    An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule <a href=\"#rule-805\">805<\/a>, \u201cShared Team Turns Option.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Shield-Counter\"><strong>Shield Counter<\/strong><br \/>\n    A counter that protects a permanent from being damaged or destroyed. See rule <a href=\"#rule-122-1c\">122.1c<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Shortcut\"><strong>Shortcut<\/strong><br \/>\n    A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule <a href=\"#rule-731\">731<\/a>, \u201cTaking Shortcuts.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Shroud\"><strong>Shroud<\/strong><br \/>\n    A keyword ability that precludes a permanent or player from being targeted. See rule <a href=\"#rule-702-18\">702.18<\/a>, \u201cShroud.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Shuffle\"><strong>Shuffle<\/strong><br \/>\n    To randomize the cards in a deck (before a game) or library (during a game). See rule <a href=\"#rule-103-3\">103.3<\/a> and rule <a href=\"#rule-701-24\">701.24<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Sideboard\"><strong>Sideboard<\/strong><br \/>\n    Extra cards that may be used to modify a deck between games of a match. See rules <a href=\"#rule-100-4\">100.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Siege\"><strong>Siege<\/strong><br \/>\n    A battle subtype. Only an opponent of a Siege\u2019s controller can be its protector. When the last defense counter is removed, its controller exiles the Siege, then they may cast it transformed without paying its mana cost. See rule <a href=\"#rule-310-11\">310.11<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Silver-Bordered\"><strong>Silver-Bordered<\/strong><br \/>\n    Cards in certain sets and certain promotional cards are printed with a silver border. Silver-bordered cards are intended for casual play and may have features and text that aren\u2019t covered by these rules.<\/p>\n<p style=\"text-align: justify\" id=\"Skip\"><strong>Skip<\/strong><br \/>\n    Effects that use the word \u201cskip\u201d are replacement effects. The word \u201cskip\u201d indicates what events, steps, phases, or turns will be replaced with nothing. See rule <a href=\"#rule-614\">614<\/a>, \u201cReplacement Effects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Skulk\"><strong>Skulk<\/strong><br \/>\n    A keyword ability that restricts how a creature may be blocked. See rule <a href=\"#rule-702-118\">702.118<\/a>, \u201cSkulk.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Slivercycling\"><strong>Slivercycling<\/strong><br \/>\n    See <a href=\"#Typecycling\">Typecycling<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Sneak\"><strong>Sneak<\/strong><br \/>\n    A keyword ability that allows a spell to be cast for an alternative cost, including returning an unblocked attacking creature to its owner\u2019s hand. Creatures cast this way enter tapped and attacking.<\/p>\n<p style=\"text-align: justify\" id=\"Snow\"><strong>Snow<\/strong><br \/>\n    A supertype that\u2019s normally relevant on permanents. See rule <a href=\"#rule-205-4\">205.4<\/a>, \u201cSupertypes.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Snow-Mana-Symbol\"><strong>Snow Mana Symbol<\/strong><br \/>\n    The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow source. It can also represent mana from a snow source that was spent to pay a cost. See rule <a href=\"#rule-107-4h\">107.4h<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Snow-Covered-(Obsolete)\"><strong>Snow-Covered (Obsolete)<\/strong><br \/>\n    Some older cards were printed with the term \u201csnow-covered\u201d in their rules text. Except when referencing card names, such cards have received errata in the Oracle card reference to reference the supertype \u201csnow\u201d instead. See <a href=\"#Snow\">Snow<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Solved\"><strong>Solved<\/strong><br \/>\n    1. A designation a Case may have, allowing its last ability to affect the game. See rule <a href=\"#rule-719\">719<\/a>, \u201cCase Cards.\u201d<br \/>\n    2. A keyword ability of Case cards that affects the game only if the Case has the solved designation. See rule <a href=\"#rule-702-169\">702.169<\/a>, \u201cSolved.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Sorcery\"><strong>Sorcery<\/strong><br \/>\n    A card type. A sorcery is not a permanent. See rule <a href=\"#rule-307\">307<\/a>, \u201cSorceries.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Soulbond\"><strong>Soulbond<\/strong><br \/>\n    A keyword ability that makes creatures better by pairing them together. See rule <a href=\"#rule-702-95\">702.95<\/a>, \u201cSoulbond.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Soulshift\"><strong>Soulshift<\/strong><br \/>\n    A keyword ability that lets a player return a card from their graveyard to their hand. See rule <a href=\"#rule-702-46\">702.46<\/a>, \u201cSoulshift.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Source-of-an-Ability\"><strong>Source of an Ability<\/strong><br \/>\n    The object that generated that ability. See rule <a href=\"#rule-113-7\">113.7<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Source-of-Damage\"><strong>Source of Damage<\/strong><br \/>\n    The object that dealt that damage. See rule <a href=\"#rule-609-7\">609.7<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Source-of-Mana\"><strong>Source of Mana<\/strong><br \/>\n    The spell that produced mana or the source of the ability that produced mana. See rule <a href=\"#rule-106-3\">106.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Space-Sculptor\"><strong>Space Sculptor<\/strong><br \/>\n    A keyword ability that splits creatures on the battlefield into sectors. See rule <a href=\"#rule-702-158\">702.158<\/a>, \u201cSpace Sculptor.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Special-Action\"><strong>Special Action<\/strong><br \/>\n    An action a player may take that doesn\u2019t use the stack. See rule <a href=\"#rule-116\">116<\/a>, \u201cSpecial Actions.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Spectacle\"><strong>Spectacle<\/strong><br \/>\n    A keyword ability that allows certain spells to be cast for an alternative cost if an opponent has lost life. See rule <a href=\"#rule-702-137\">702.137<\/a>, \u201cSpectacle.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Speed\"><strong>Speed<\/strong><br \/>\n    Speed is a value that a player can have. See rule <a href=\"#rule-702-179\">702.179<\/a>, \u201cStart Your Engines!\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Spell\"><strong>Spell<\/strong><br \/>\n    A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule <a href=\"#rule-112\">112<\/a>, \u201cSpells.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Spell-Ability\"><strong>Spell Ability<\/strong><br \/>\n    A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. See rule <a href=\"#rule-113-3a\">113.3a<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Spell-Type\"><strong>Spell Type<\/strong><br \/>\n    A subtype that\u2019s correlated to the instant card type and the sorcery card type. See rule <a href=\"#rule-304\">304<\/a>, \u201cInstants,\u201d and rule <a href=\"#rule-307\">307<\/a>, \u201cSorceries.\u201d See rule <a href=\"#rule-205-3k\">205.3k<\/a> for the list of spell types.<\/p>\n<p style=\"text-align: justify\" id=\"Splice\"><strong>Splice<\/strong><br \/>\n    A keyword ability that lets a player add a card\u2019s rules text onto another spell. See rule <a href=\"#rule-702-47\">702.47<\/a>, \u201cSplice.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Split-Cards\"><strong>Split Cards<\/strong><br \/>\n    Cards with two card faces on a single card. See rule <a href=\"#rule-709\">709<\/a>, \u201cSplit Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Split-Second\"><strong>Split Second<\/strong><br \/>\n    A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule <a href=\"#rule-702-61\">702.61<\/a>, \u201cSplit Second.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Spree\"><strong>Spree<\/strong><br \/>\n    An ability found on some modal spells that allows you to choose one or more modes and requires you to pay additional costs for those modes. See rule <a href=\"#rule-702-172\">702.172<\/a>, \u201cSpree.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Squad\"><strong>Squad<\/strong><br \/>\n    A keyword ability that creates copies of a creature when it enters the battlefield. See rule <a href=\"#rule-702-157\">702.157<\/a>, \u201cSquad.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Stack\"><strong>Stack<\/strong><br \/>\n    A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule <a href=\"#rule-405\">405<\/a>, \u201cStack.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Start-Your-Engines!\"><strong>Start Your Engines!<\/strong><br \/>\n    A keyword ability that gives a player a speed of 1 if they have no speed. Once a player has speed, their speed increases once on each of their turns when an opponent loses life. See rule <a href=\"#rule-702-179\">702.179<\/a>, \u201cStart Your Engines!\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Starting-Deck\"><strong>Starting Deck<\/strong><br \/>\n    After a player has set aside their sideboard, their remaining deck becomes their starting deck. See rule <a href=\"#rule-103-2a\">103.2a<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Starting-Hand-Size\"><strong>Starting Hand Size<\/strong><br \/>\n    The number of cards a player draws as a game begins. In most games, each player\u2019s starting hand size is seven. See rule <a href=\"#rule-103-5\">103.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Starting-Life-Total\"><strong>Starting Life Total<\/strong><br \/>\n    The amount of life a player has as a game begins. In most games, each player\u2019s starting life total is 20. See rule <a href=\"#rule-103-4\">103.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Starting-Player\"><strong>Starting Player<\/strong><br \/>\n    The player chosen to take the first turn of a game. See rule <a href=\"#rule-103-1\">103.1<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Starting-Team\"><strong>Starting Team<\/strong><br \/>\n    The team chosen to take the first turn of a game using the shared team turns option. See rule <a href=\"#rule-103-1\">103.1<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"State-Based-Actions\"><strong>State-Based Actions<\/strong><br \/>\n    Game actions that happen automatically whenever certain conditions are met. See rule <a href=\"#rule-704\">704<\/a>, \u201cState-Based Actions.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"State-Trigger\"><strong>State Trigger<\/strong><br \/>\n    A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule <a href=\"#rule-603-8\">603.8<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Static-Ability\"><strong>Static Ability<\/strong><br \/>\n    A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule <a href=\"#rule-113\">113<\/a>, \u201cAbilities,\u201d and rule <a href=\"#rule-604\">604<\/a>, \u201cHandling Static Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Station\"><strong>Station<\/strong><br \/>\n    A keyword ability that lets you tap creatures to add charge counters to station cards. See rule <a href=\"#rule-702-184\">702.184<\/a>, \u201cStation,\u201d and rule <a href=\"#rule-721\">721<\/a>, \u201cStation Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Station-Cards\"><strong>Station Cards<\/strong><br \/>\n    Cards with striated text boxes, one or more station symbols, and the station ability. See rule <a href=\"#rule-721\">721<\/a>, \u201cStation Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Status\"><strong>Status<\/strong><br \/>\n    The physical state of a permanent. See rule <a href=\"#rule-110-5\">110.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Step\"><strong>Step<\/strong><br \/>\n    A subsection of a phase. See <a href=\"#section-5\">section 5, \u201cTurn Structure.\u201d<\/a><\/p>\n<p style=\"text-align: justify\" id=\"Sticker\"><strong>Sticker<\/strong><br \/>\n    A marker placed on an object that modifies its characteristics or interacts with a rule or effect. See rule <a href=\"#rule-123\">123<\/a>, \u201cStickers.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Sticker-Kicker\"><strong>Sticker Kicker<\/strong><br \/>\n    A kicker variant that can add a sticker to the spell with the ability and give a player a ticket counter. See rule <a href=\"#rule-702-33h\">702.33h<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Sticker-Sheet\"><strong>Sticker Sheet<\/strong><br \/>\n    The collection of stickers found on an insert in Unfinity booster packs. See rule <a href=\"#rule-123\">123<\/a>, \u201cStickers.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Storm\"><strong>Storm<\/strong><br \/>\n    A keyword ability that creates copies of a spell. See rule <a href=\"#rule-702-40\">702.40<\/a>, \u201cStorm.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Stun-Counter\"><strong>Stun Counter<\/strong><br \/>\n    A counter that stops a permanent from untapping. See rule <a href=\"#rule-122-1d\">122.1d<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Subgame\"><strong>Subgame<\/strong><br \/>\n    A completely separate Magic game created by an effect. See rule <a href=\"#rule-728\">728<\/a>, \u201cSubgames.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Substitute-Card\"><strong>Substitute Card<\/strong><br \/>\n    A game supplement with a Magic card back that can be used to represent a double-faced card or meld card. See rule <a href=\"#rule-713\">713<\/a>, \u201cSubstitute Cards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Subtype\"><strong>Subtype<\/strong><br \/>\n    A characteristic that appears after the card type and a long dash on a card\u2019s type line. See rule <a href=\"#rule-205-3\">205.3<\/a>, \u201cSubtypes.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Successfully-Cast-(Obsolete)\"><strong>Successfully Cast (Obsolete)<\/strong><br \/>\n    A term that was printed on some older cards. In general, cards that referred to a spell being \u201csuccessfully cast\u201d have received errata in the Oracle card reference to simply refer to a spell being \u201ccast.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Summon-(Obsolete)\"><strong>Summon (Obsolete)<\/strong><br \/>\n    Older creature cards were printed with \u201cSummon [creature type]\u201d on their type lines. All such cards have received errata in the Oracle card reference to say \u201cCreature \u2014 [creature type].\u201d (Many of these cards\u2019 creature types have also been updated.) See <a href=\"#Creature\">Creature<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Summoning-Sickness-Rule\"><strong>Summoning Sickness Rule<\/strong><br \/>\n    Informal term for a player\u2019s inability to attack with a creature or to activate its abilities that include the tap symbol or the untap symbol unless the creature has been under that player\u2019s control since the beginning of that player\u2019s most recent turn. See rule <a href=\"#rule-302-6\">302.6<\/a>. See also <a href=\"#Haste\">Haste<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Sunburst\"><strong>Sunburst<\/strong><br \/>\n    A keyword ability that can have a permanent enter the battlefield with &#043;1\/&#043;1 counters or charge counters on it. See rule <a href=\"#rule-702-44\">702.44<\/a>, \u201cSunburst.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Supertype\"><strong>Supertype<\/strong><br \/>\n    A characteristic that appears before the card type on a card\u2019s type line. Most cards don\u2019t have a supertype. See rule <a href=\"#rule-205-4\">205.4<\/a>, \u201cSupertypes.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Supervillain-Rumble\"><strong>Supervillain Rumble<\/strong><br \/>\n    A Free-for-All game in which each player is an archenemy. See rule <a href=\"#rule-806\">806<\/a>, \u201cFree-for-All,\u201d and rule <a href=\"#rule-904\">904<\/a>, \u201cArchenemy.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Support\"><strong>Support<\/strong><br \/>\n    A keyword action that lets you put &#043;1\/&#043;1 counters on creatures. See rule <a href=\"#rule-701-41\">701.41<\/a>, \u201cSupport.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Surge\"><strong>Surge<\/strong><br \/>\n    A keyword ability that provides an alternative cost to cast a card if you or one of your teammates has cast another spell in the same turn. See rule <a href=\"#rule-702-117\">702.117<\/a>, \u201cSurge.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Surveil\"><strong>Surveil<\/strong><br \/>\n    To manipulate some of the cards on top of your library, sending some of them to your graveyard and rearranging the rest. See rule <a href=\"#rule-701-25\">701.25<\/a>, \u201cSurveil.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Suspend\"><strong>Suspend<\/strong><br \/>\n    A keyword ability that provides an alternative way to play a card. See rule <a href=\"#rule-702-62\">702.62<\/a>, \u201cSuspend.\u201d A card is \u201csuspended\u201d if it\u2019s in the exile zone, has suspend, and has a time counter on it.<\/p>\n<p style=\"text-align: justify\" id=\"Swamp\"><strong>Swamp<\/strong><br \/>\n    One of the five basic land types. Any land with this subtype has the ability \u201c{T}: Add {B}.\u201d See rule <a href=\"#rule-305-6\">305.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Swampcycling\"><strong>Swampcycling<\/strong><br \/>\n    See <a href=\"#Typecycling\">Typecycling<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Swampwalk\"><strong>Swampwalk<\/strong><br \/>\n    See <a href=\"#Landwalk\">Landwalk<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Tap\"><strong>Tap<\/strong><br \/>\n    To turn a permanent sideways from an upright position. See rule <a href=\"#rule-701-26\">701.26<\/a>, \u201cTap and Untap.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Tapped\"><strong>Tapped<\/strong><br \/>\n    A status a permanent may have. See rule <a href=\"#rule-110-5\">110.5<\/a> and rule <a href=\"#rule-701-26\">701.26<\/a>, \u201cTap and Untap.\u201d See also <a href=\"#Untapped\">Untapped<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Tap-Symbol\"><strong>Tap Symbol<\/strong><br \/>\n    The tap symbol {T} in an activation cost means \u201cTap this permanent.\u201d See rule <a href=\"#rule-107-5\">107.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Target\"><strong>Target<\/strong><br \/>\n    A preselected object or player a spell or ability will affect. See rule <a href=\"#rule-115\">115<\/a>, \u201cTargets.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Team\"><strong>Team<\/strong><br \/>\n    A group of players who share a common victory condition in a multiplayer game. See rule <a href=\"#rule-808\">808<\/a>, \u201cTeam vs. Team Variant,\u201d rule <a href=\"#rule-809\">809<\/a>, \u201cEmperor Variant,\u201d rule <a href=\"#rule-810\">810<\/a>, \u201cTwo-Headed Giant Variant,\u201d and rule <a href=\"#rule-811\">811<\/a>, \u201cAlternating Teams Variant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Teammate\"><strong>Teammate<\/strong><br \/>\n    In a multiplayer game between teams, a player\u2019s teammates are the other players on their team. See rule <a href=\"#rule-102-3\">102.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Team-vs.-Team-Variant\"><strong>Team vs. Team Variant<\/strong><br \/>\n    A multiplayer variant played among two or more teams, each of which sits together. See rule <a href=\"#rule-808\">808<\/a>, \u201cTeam vs. Team Variant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Text-Box\"><strong>Text Box<\/strong><br \/>\n    Part of a card. The text box is printed on the lower half of the card and contains the card\u2019s rules text, reminder text, and flavor text. See rule <a href=\"#rule-207\">207<\/a>, \u201cText Box.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Text-Changing-Effect\"><strong>Text-Changing Effect<\/strong><br \/>\n    A continuous effect that changes the text that appears in an object\u2019s text box and\/or type line. See rule <a href=\"#rule-612\">612<\/a>, \u201cText-Changing Effects.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Threshold\"><strong>Threshold<\/strong><br \/>\n    \u201cThreshold\u201d used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Ticket-Symbol\"><strong>Ticket Symbol<\/strong><br \/>\n    The ticket symbol {TK} with no numbers in it represents one ticket counter. The ticket symbol with a number in it represents a ticket cost. To pay a ticket cost, a player removes that many ticket counters from themselves.<\/p>\n<p style=\"text-align: justify\" id=\"Tiered\"><strong>Tiered<\/strong><br \/>\n    A keyword ability found on some modal spells that requires you to pay an additional cost for the mode you choose. See rule <a href=\"#rule-702-183\">702.183<\/a>, \u201cTiered.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Time-Travel\"><strong>Time Travel<\/strong><br \/>\n    To add a time counter to or remove a time counter from any number of permanents you control with a time counter on them or suspended cards you own in exile with time counters on them. See rule <a href=\"#rule-701-56\">701.56<\/a>, \u201cTime Travel.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Timestamp-Order\"><strong>Timestamp Order<\/strong><br \/>\n    A system used to determine in which order continuous effects in the same layer or sublayer are applied. See rule <a href=\"#rule-613-7\">613.7<\/a>. See also <a href=\"#Dependency\">Dependency<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Token\"><strong>Token<\/strong><br \/>\n    A marker used to represent any permanent that isn\u2019t represented by a card. See rule <a href=\"#rule-111\">111<\/a>, \u201cTokens.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Tombstone-Icon\"><strong>Tombstone Icon<\/strong><br \/>\n    An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule <a href=\"#rule-107-9\">107.9<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Total-Casting-Cost-(Obsolete)\"><strong>Total Casting Cost (Obsolete)<\/strong><br \/>\n    An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Total-Cost\"><strong>Total Cost<\/strong><br \/>\n    What a player actually has to pay, in practical terms, to cast a spell or activated ability: the mana cost, activation cost, or alternative cost, plus all cost increases (including additional costs) and minus all cost reductions. See rule <a href=\"#rule-601-2f\">601.2f<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Totem-Armor-(Obsolete)\"><strong>Totem Armor (Obsolete)<\/strong><br \/>\n    An obsolete keyword ability that has been renamed. See rule <a href=\"#rule-702-89\">702.89<\/a>, \u201cUmbra Armor.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Toughness\"><strong>Toughness<\/strong><br \/>\n    1. Part of a card that only creature cards have. A creature card\u2019s toughness is printed after the slash in its lower right corner. See rule <a href=\"#rule-208\">208<\/a>, \u201cPower\/Toughness.\u201d<br \/>\n    2. A characteristic that only creatures have. See rule <a href=\"#rule-302-4\">302.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Tournament\"><strong>Tournament<\/strong><br \/>\n    An organized play activity where players compete against other players. See rule <a href=\"#rule-100-6\">100.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Tournament-Rules\"><strong>Tournament Rules<\/strong><br \/>\n    Additional rules that apply to games played in a sanctioned tournament. See rule <a href=\"#rule-100-6\">100.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Toxic\"><strong>Toxic<\/strong><br \/>\n    A keyword ability that causes a player to get poison counters due to combat damage from creatures with the ability. See rule <a href=\"#rule-702-164\">702.164<\/a>, \u201cToxic.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Traditional-Magic-Card\"><strong>Traditional Magic Card<\/strong><br \/>\n    A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters) and is included in players\u2019 decks. See rule <a href=\"#rule-108-2\">108.2<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Training\"><strong>Training<\/strong><br \/>\n    A keyword ability that means \u201cWhenever this creature and at least one other creature with power greater that this creature\u2019s power attack, put a &#043;1\/&#043;1 counter on this creature.\u201d See rule <a href=\"#rule-702-149\">702.149<\/a>, \u201cTraining.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Trample\"><strong>Trample<\/strong><br \/>\n    A keyword ability that modifies how a creature assigns combat damage. See rule <a href=\"#rule-702-19\">702.19<\/a>, \u201cTrample.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Trample-Over-Planeswalkers\"><strong>Trample Over Planeswalkers<\/strong><br \/>\n    A variant of trample that modifies how a creature assigns combat damage if it\u2019s attacking a planeswalker. See rule <a href=\"#rule-702-19\">702.19<\/a>, \u201cTrample\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Transfigure\"><strong>Transfigure<\/strong><br \/>\n    A keyword ability that lets a player search their library for a replacement creature card. See rule <a href=\"#rule-702-71\">702.71<\/a>, \u201cTransfigure.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Transform\"><strong>Transform<\/strong><br \/>\n    To turn a double-faced card so its other face is up. See rule <a href=\"#rule-701-27\">701.27<\/a>, \u201cTransform.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Transforming-Double-Faced-Cards-(Obsolete)\"><strong>Transforming Double-Faced Cards (Obsolete)<\/strong><br \/>\n    An older name for nonmodal double-faced cards. See rule <a href=\"#rule-712\">712<\/a>, \u201cDouble-Faced Cards.\u201d <\/p>\n<p style=\"text-align: justify\" id=\"Transmute\"><strong>Transmute<\/strong><br \/>\n    A keyword ability that lets a player search their library for a replacement card. See rule <a href=\"#rule-702-53\">702.53<\/a>, \u201cTransmute.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Treasure-Token\"><strong>Treasure Token<\/strong><br \/>\n    A Treasure token is a colorless artifact token with \u201c{T}, Sacrifice this token: Add one mana of any color.\u201d For more information about predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Tribal-(Obsolete)\"><strong>Tribal (Obsolete)<\/strong><br \/>\n    An obsolete card type that has been renamed. See rule <a href=\"#rule-308\">308<\/a>, \u201cKindreds.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Tribute\"><strong>Tribute<\/strong><br \/>\n    A keyword ability that allows an opponent to choose between a creature entering the battlefield with &#043;1\/&#043;1 counters or an additional ability. See rule <a href=\"#rule-702-104\">702.104<\/a>, \u201cTribute.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Trigger\"><strong>Trigger<\/strong><br \/>\n    Whenever a game event or game state matches a triggered ability\u2019s trigger event, that ability automatically \u201ctriggers.\u201d That means its controller puts it on the stack the next time a player would receive priority. See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Trigger-Condition\"><strong>Trigger Condition<\/strong><br \/>\n    The first part of a triggered ability, consisting of \u201cwhen,\u201d \u201cwhenever,\u201d or \u201cat\u201d followed by a trigger event. See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Triggered-Ability\"><strong>Triggered Ability<\/strong><br \/>\n    A kind of ability. Triggered abilities begin with the word \u201cwhen,\u201d \u201cwhenever,\u201d or \u201cat.\u201d They\u2019re written as \u201c[Trigger condition], [effect].\u201d See rule <a href=\"#rule-113\">113<\/a>, \u201cAbilities,\u201d and rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Trigger-Event\"><strong>Trigger Event<\/strong><br \/>\n    The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule <a href=\"#rule-603\">603<\/a>, \u201cHandling Triggered Abilities.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Triple\"><strong>Triple<\/strong><br \/>\n    A keyword action that increases a creature\u2019s power and\/or toughness. See rule <a href=\"#rule-701-11\">701.11<\/a>, \u201cTriple.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Turn-Based-Actions\"><strong>Turn-Based Actions<\/strong><br \/>\n    Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule <a href=\"#rule-703\">703<\/a>, \u201cTurn-Based Actions.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Turn-Markers\"><strong>Turn Markers<\/strong><br \/>\n    Markers used to keep track of which players are taking turns in a Grand Melee game. See rule <a href=\"#rule-807-4\">807.4<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Two-Headed-Giant-Variant\"><strong>Two-Headed Giant Variant<\/strong><br \/>\n    A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn. See rule <a href=\"#rule-810\">810<\/a>, \u201cTwo-Headed Giant Variant.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Type\"><strong>Type<\/strong><br \/>\n    1. An object\u2019s card type or, more broadly, its card type, subtype, and\/or supertype. See rule <a href=\"#rule-205\">205<\/a>, \u201cType Line,\u201d and <a href=\"#section-3\">section 3, \u201cCard Types.\u201d<\/a><br \/>\n    2. An attribute mana has. See rule <a href=\"#rule-106\">106<\/a>, \u201cMana.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Type-Icon\"><strong>Type Icon<\/strong><br \/>\n    An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule <a href=\"#rule-107-10\">107.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Type-Line\"><strong>Type Line<\/strong><br \/>\n    Part of a card. The type line is printed directly below the illustration and contains the card\u2019s card type(s), subtype(s), and\/or supertype(s). See rule <a href=\"#rule-205\">205<\/a>, \u201cType Line.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Type-Changing-Effect\"><strong>Type-Changing Effect<\/strong><br \/>\n    An effect that changes an object\u2019s card type, subtype, and\/or supertype. See rules <a href=\"#rule-205-1a\">205.1a\u2013b<\/a>, <a href=\"#rule-305-7\">305.7<\/a>, and <a href=\"#rule-613-1d\">613.1d<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Typecycling\"><strong>Typecycling<\/strong><br \/>\n    A variant of the cycling ability. See rule <a href=\"#rule-702-29\">702.29<\/a>, \u201cCycling.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Umbra-Armor\"><strong>Umbra Armor<\/strong><br \/>\n    A keyword ability that allows an Aura to protect the permanent it\u2019s enchanting. See rule <a href=\"#rule-702-89\">702.89<\/a>, \u201cUmbra Armor.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Unattach\"><strong>Unattach<\/strong><br \/>\n    To move an Equipment away from the creature it\u2019s attached to so that the Equipment is on the battlefield but is not equipping anything. See rule <a href=\"#rule-701-3d\">701.3d<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Unblockable-(Obsolete)\"><strong>Unblockable (Obsolete)<\/strong><br \/>\n    A term that meant \u201ccan\u2019t be blocked.\u201d Cards that used this term have received errata in the Oracle card reference.<\/p>\n<p style=\"text-align: justify\" id=\"Unblocked-Creature\"><strong>Unblocked Creature<\/strong><br \/>\n    An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it\u2019s removed from combat or the combat phase ends, whichever comes first. See rule <a href=\"#rule-509\">509<\/a>, \u201cDeclare Blockers Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Undaunted\"><strong>Undaunted<\/strong><br \/>\n    A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule <a href=\"#rule-702-125\">702.125<\/a>, \u201cUndaunted.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Undying\"><strong>Undying<\/strong><br \/>\n    A keyword ability that can return a creature from the graveyard to the battlefield. See rule <a href=\"#rule-702-93\">702.93<\/a>, \u201cUndying.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Unearth\"><strong>Unearth<\/strong><br \/>\n    A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule <a href=\"#rule-702-84\">702.84<\/a>, \u201cUnearth.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Unflipped\"><strong>Unflipped<\/strong><br \/>\n    A default status a permanent may have. See rule <a href=\"#rule-110-5\">110.5<\/a> and rule <a href=\"#rule-710\">710<\/a>, \u201cFlip Cards.\u201d See also <a href=\"#Flipped\">Flipped<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Unleash\"><strong>Unleash<\/strong><br \/>\n    A keyword ability that allows a creature to enter the battlefield with a &#043;1\/&#043;1 counter on it and stops it from blocking if it has a &#043;1\/&#043;1 counter on it. See rule <a href=\"#rule-702-98\">702.98<\/a>, \u201cUnleash.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Unless\"><strong>Unless<\/strong><br \/>\n    A word used to indicate a certain style of cost. See rule <a href=\"#rule-118-12a\">118.12a<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Unlock\"><strong>Unlock<\/strong><br \/>\n    To give an unlocked designation to a permanent that has one or more locked halves. See rule <a href=\"#rule-709-5f\">709.5f<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Unlocked\"><strong>Unlocked<\/strong><br \/>\n    One half of a split permanent is \u201cunlocked\u201d if it has the appropriate unlocked designation. See rule <a href=\"#rule-709-5\">709.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Untap\"><strong>Untap<\/strong><br \/>\n    To rotate a permanent back to the upright position from a sideways position. See rule <a href=\"#rule-701-26\">701.26<\/a>, \u201cTap and Untap.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Untap-Step\"><strong>Untap Step<\/strong><br \/>\n    Part of the turn. This step is the first step of the beginning phase. See rule <a href=\"#rule-502\">502<\/a>, \u201cUntap Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Untap-Symbol\"><strong>Untap Symbol<\/strong><br \/>\n    The untap symbol {Q} in an activation cost means \u201cUntap this permanent.\u201d See rule <a href=\"#rule-107-6\">107.6<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Untapped\"><strong>Untapped<\/strong><br \/>\n    A default status a permanent may have. See rule <a href=\"#rule-110-5\">110.5<\/a> and rule <a href=\"#rule-701-26\">701.26<\/a>, \u201cTap and Untap.\u201d See also <a href=\"#Tapped\">Tapped<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Upkeep-Step\"><strong>Upkeep Step<\/strong><br \/>\n    Part of the turn. This step is the second step of the beginning phase. See rule <a href=\"#rule-503\">503<\/a>, \u201cUpkeep Step.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Vancouver-Mulligan\"><strong>Vancouver Mulligan<\/strong><br \/>\n    Informal term for a previous system of taking a mulligan. Using the Vancouver mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. After choosing to not mulligan, a player who took a mulligan looked at the top card of their library and could put it on the bottom of their library. For current mulligan rules, see rule <a href=\"#rule-103-5\">103.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Vanguard\"><strong>Vanguard<\/strong><br \/>\n    1. A casual variant in which each player plays the role of a famous character. See rule <a href=\"#rule-902\">902<\/a>, \u201cVanguard.\u201d<br \/>\n    2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule <a href=\"#rule-313\">313<\/a>, \u201cVanguards.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Vanishing\"><strong>Vanishing<\/strong><br \/>\n    A keyword ability that limits how long a permanent remains on the battlefield. See rule <a href=\"#rule-702-63\">702.63<\/a>, \u201cVanishing.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Variant\"><strong>Variant<\/strong><br \/>\n    An additional set of rules that determines the style of a multiplayer game. See rule <a href=\"#rule-800-2\">800.2<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Vehicle\"><strong>Vehicle<\/strong><br \/>\n    An artifact subtype. Vehicles can become artifact creatures. See rule <a href=\"#rule-301\">301<\/a>, \u201cArtifacts,\u201d and rule <a href=\"#rule-702-122\">702.122<\/a>, \u201cCrew.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Venture-into-[Quality]\"><strong>Venture into [Quality]<\/strong><br \/>\n    A variant of the venture into the dungeon ability that allows a player to bring a dungeon card with [quality] into the game or move a player\u2019s venture marker. See rule <a href=\"#rule-701-49\">701.49<\/a>, \u201cVenture into the Dungeon.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Venture-into-the-Dungeon\"><strong>Venture into the Dungeon<\/strong><br \/>\n    A keyword action that can bring dungeon cards into the game from outside the game or move a player\u2019s venture marker. See rule <a href=\"#rule-701-49\">701.49<\/a>, \u201cVenture into the Dungeon.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Venture-Marker\"><strong>Venture Marker<\/strong><br \/>\n    A marker used to track which room of a dungeon card a player is currently in. See rule <a href=\"#rule-309\">309<\/a>, \u201cDungeons.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Vigilance\"><strong>Vigilance<\/strong><br \/>\n    A keyword ability that lets a creature attack without tapping. See rule <a href=\"#rule-702-20\">702.20<\/a>, \u201cVigilance.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Visit\"><strong>Visit<\/strong><br \/>\n    A keyword ability found on Attraction cards. It provides an effect whenever you roll to visit your attractions and get certain results. See rule <a href=\"#rule-702-159\">702.159<\/a>, \u201cVisit.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Vote\"><strong>Vote<\/strong><br \/>\n    Some cards instruct players to vote from among given options. See rule <a href=\"#rule-701-38\">701.38<\/a>, \u201cVote.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Walker-Token\"><strong>Walker Token<\/strong><br \/>\n    A Walker token is a 2\/2 black Zombie creature token named Walker. For more information on predefined tokens, see rule <a href=\"#rule-111-10\">111.10<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Wall\"><strong>Wall<\/strong><br \/>\n    A creature type with no particular rules meaning. Older cards with the Wall creature type but without defender had an unwritten ability that precluded them from attacking. Those cards have received errata in the Oracle card reference to have defender. Some older cards that referenced the Wall creature type have also received errata. See <a href=\"#Defender\">Defender<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Ward\"><strong>Ward<\/strong><br \/>\n    A triggered ability that can counter spells or abilities that target the permanent with ward. See rule <a href=\"#rule-702-21\">702.21<\/a>, \u201cWard.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Warp\"><strong>Warp<\/strong><br \/>\n    A keyword ability found on permanent cards that allows them to be cast for an alternative cost. See rule <a href=\"#rule-702-185\">702.185<\/a>, \u201cWarp.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Waterbend\"><strong>Waterbend<\/strong><br \/>\n    A keyword action. \u201cWaterbend [cost]\u201d means to pay that cost and, for each {1} in that cost, you may tap an untapped artifact or creature you control rather than pay mana. See rule <a href=\"#rule-701-67\">701.67<\/a>, \u201cWaterbend.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Web-slinging\"><strong>Web-slinging<\/strong><br \/>\n    A keyword ability that allows spells to be cast for an alternative cost by returning a tapped creature you control to its owner\u2019s hand. See rule <a href=\"#rule-702-188\">702.188<\/a>, \u201cWeb-slinging.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Win-the-Game\"><strong>Win the Game<\/strong><br \/>\n    There are several ways to win the game. See rule <a href=\"#rule-104\">104<\/a>, \u201cEnding the Game,\u201d and rules <a href=\"#rule-810-8\">810.8<\/a> (for additional rules for Two-Headed Giant games) and rule <a href=\"#rule-809-5\">809.5<\/a> (for additional rules for Emperor games).<\/p>\n<p style=\"text-align: justify\" id=\"Wither\"><strong>Wither<\/strong><br \/>\n    A keyword ability that affects how an object deals damage to a creature. See rule <a href=\"#rule-702-80\">702.80<\/a>, \u201cWither.\u201d<\/p>\n<p style=\"text-align: justify\" id=\"Wizardcycling\"><strong>Wizardcycling<\/strong><br \/>\n    See <a href=\"#Typecycling\">Typecycling<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"World\"><strong>World<\/strong><br \/>\n    A supertype that\u2019s normally relevant on enchantments. See rule <a href=\"#rule-205-4\">205.4<\/a>, \u201cSupertypes.\u201d See also <a href=\"#World-Rule\">World Rule<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"World-Rule\"><strong>World Rule<\/strong><br \/>\n    A state-based action that causes all permanents with the world supertype except the one that has had the world supertype for the shortest amount of time are put into their owners\u2019 graveyards. See rule <a href=\"#rule-704-5k\">704.5k<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"X\"><strong>X<\/strong><br \/>\n    A placeholder for a number that needs to be determined. See rule <a href=\"#rule-107-3\">107.3<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Y\"><strong>Y<\/strong><br \/>\n    See <a href=\"#X\">X<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"You-Your\"><strong>You, Your<\/strong><br \/>\n    Words that refer to an object\u2019s controller, its would-be controller (if a player is attempting to cast or activate it), or its owner (if it has no controller). See rule <a href=\"#rule-109-5\">109.5<\/a>.<\/p>\n<p style=\"text-align: justify\" id=\"Zone\"><strong>Zone<\/strong><br \/>\n    A place where objects can be during a game. See <a href=\"#section-4\">section 4, \u201cZones.\u201d<\/a><\/p>\n<p style=\"text-align: justify\" id=\"Zone-Change-Triggers\"><strong>Zone-Change Triggers<\/strong><br \/>\n    Trigger events that involve objects changing zones. See rule <a href=\"#rule-603-6\">603.6<\/a>.\n    <\/p>\n<h2>Credits<\/h2>\n<p>    Magic: The Gathering Original Game Design: Richard Garfield<\/p>\n<p>    Comprehensive Rules Design and Development: Paul Barclay, Mark L. Gottlieb, Beth Moursund, Bill Rose, Eli Shiffrin, and Matt Tabak, with contributions from Charlie Cactino, John Carter, Elaine Chase, Laurie Cheers, Stephen D\u2019Angelo, Dave DeLaney, Brady Dommermuth, Mike Donais, Skaff Elias, Mike Elliott, Richard Garfield, Dan Gray, Robert Gutschera, Collin Jackson, William Jockusch, Jeff Jordan, Yonemura Kaoru, Russell Linnemann, Jim Lin, Steve Lord, Sheldon Menery, Michael Phoenix, Mark Rosewater, David Sachs, Lee Sharpe, Henry Stern, Donald X. Vaccarino, Thijs van Ommen, Ingo Warnke, Tom Wylie, and Bryan Zembruski<\/p>\n<p>    Editing: Del Laugel (principal), Matt Tabak (principal), Nat Moes, Samantha Phelan, Michael Zhang, and Hans Ziegler<\/p>\n<p>    Magic Rules Management: Jess Dunks, Eric Levine, and Eliana Rabinowitz<\/p>\n<p>    The Magic: The Gathering game was designed by Richard Garfield, with contributions from Charlie Cactino, Skaff Elias, Don Felice, Tom Fontaine, Jim Lin, Joel Mick, Chris Page, Dave Pettey, Barry \u201cBit\u201d Reich, Bill Rose, and Elliott Segal. The mana symbols were designed by Christopher Rush.<\/p>\n<p>    Thanks to all our project team members and the many others too numerous to mention who have contributed to this product.<\/p>\n<p>    These rules are effective as of February 27, 2026.<\/p>\n<p>    Published by Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Wizards of the Coast, Magic: The Gathering, Magic, their respective logos, Mirrodin, Kamigawa, Lorwyn, Zendikar, Innistrad, Ravnica, Khans of Tarkir, Magic Origins, Magic: The Gathering\u2014Conspiracy, Ixalan, Unfinity, Dominaria, Ikoria, Kaldheim, Baldur\u2019s Gate, The Brothers\u2019 War, and Planeswalker Decks are trademarks of Wizards of the Coast LLC in the USA and other countries. \u00a92025 Wizards. U.S. Pat. No. RE 37,957.<\/p>\n<p>    Astartes, C\u2019tan, Custodes, Necron, Primarch, and Tyranid \u00ae &amp; \u00a9 Games Workshop Limited 2022. All Rights Reserved.<\/p>\n<p>    \u00a9 2023 Middle-earth Enterprises. Tales of Middle-earth and The Lord of the Rings and the names of the characters, events, items and places therein, are trademarks of Middle-earth Enterprises, LLC used under license by Wizards of the Coast LLC. All rights reserved.<\/p>\n<p>    BBC, DOCTOR WHO, TARDIS, DALEK, CYBERMAN and K-9 (word marks and devices) are trade marks of the British Broadcasting Corporation and are used under licence. BBC logo \u00a9 BBC 1996.<\/p>\n<p>    Moogle; Qu; Fang, Fearless l\u2019Cie; Vanille, Cheerful l\u2019Cie; and Ragnarok, Divine Deliverance \u00ae &amp; \u00a9 SQUARE ENIX.<\/p>\n<p>    \u00a9 2025 MARVEL.<\/p>\n<p>    \u00a9 2025 Viacom International Inc. All Rights Reserved. Nickelodeon, Avatar: The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.<\/p>\n<p>    \u00a9 2026 Viacom International Inc. All Rights Reserved. Nickelodeon, Teenage Mutant Ninja Turtles and all related titles, logos and characters are trademarks of Viacom International Inc.<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Effective February 27, 2026 Introduction This document is the ultimate authority for Magic: The Gathering\u00ae competitive game play. It consists of a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules [&hellip;]<\/p>\n","protected":false},"author":432,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":"","_links_to":"","_links_to_target":""},"language":[],"class_list":["post-11432","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/blogs.magicjudges.org\/rules\/wp-json\/wp\/v2\/pages\/11432","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blogs.magicjudges.org\/rules\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/blogs.magicjudges.org\/rules\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.magicjudges.org\/rules\/wp-json\/wp\/v2\/users\/432"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.magicjudges.org\/rules\/wp-json\/wp\/v2\/comments?post=11432"}],"version-history":[{"count":8,"href":"https:\/\/blogs.magicjudges.org\/rules\/wp-json\/wp\/v2\/pages\/11432\/revisions"}],"predecessor-version":[{"id":11818,"href":"https:\/\/blogs.magicjudges.org\/rules\/wp-json\/wp\/v2\/pages\/11432\/revisions\/11818"}],"wp:attachment":[{"href":"https:\/\/blogs.magicjudges.org\/rules\/wp-json\/wp\/v2\/media?parent=11432"}],"wp:term":[{"taxonomy":"language","embeddable":true,"href":"https:\/\/blogs.magicjudges.org\/rules\/wp-json\/wp\/v2\/language?post=11432"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}