============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2005/10/23 ============================================================================== Rulings are collected from many sources. See credits and disclaimer at the end of the file for details. This release is under rules used by NINTH EDITION. These rulings have been updated monthly with the most recent version available on the web as the following: http://www.crystalkeep.com/magic/rules This document contains the complete text of the Magic: The Gathering Comprehensive Rules document published by Wizards of the Coast. These rules are noted with numbered entries. It also contains additional rulings to clarify or explain some rules. These are marked with the word "Ruling". A '+' is used to mark changes since the 2004/01/15 release. Thanx, Stephen. ---- Stephen D'Angelo | Crystal Keep Editor dangelo@crystalkeep.com | Former Wizards of the Coast Rules NetRep ============================================================================== Table of Contents: ------------------------------------------------------------------------------ No changes to this section. 1 - The Game ------------------------------------------------------------------------------ 100 - General + 100.1 - These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games. [CompRules 2005/08/01] + 100.1a - A two-player game is a game that begins with only two players. [CompRules 2005/08/01] + 100.1b - A multiplayer game is a game that begins with more than two players. See Section 6, "Multiplayer Rules." [CompRules 2005/08/01] + 100.5 - Most Magic tournaments have special rules (not included here) and may limit the use of some cards, including barring all cards from some older sets. See the most current Magic: The Gathering DCI(r) Floor Rules for more information. They can be found at [CompRules 2005/10/01] 101 - Starting the Game + 101.1 - At the start of a game, each player shuffles his or her deck so that the cards are in a random order. Each player may then shuffle his or her opponents' decks. The players' decks become their libraries. [CompRules 2005/08/01] + 101.4 - A player who is dissatisfied with his or her initial hand may mulligan. First, the starting player takes any mulligans. To take a mulligan, that player shuffles his or her hand back into the deck and then draws a new hand of six cards. He or she may repeat this process as many times as desired, drawing one fewer card each time, until the hand size reaches zero cards. Once the starting player has decided to keep a hand, those cards become his or her opening hand. Then each other player (in turn order) may take any number of mulligans. A player can't take any mulligans once he or she has decided to keep an opening hand. [CompRules 2005/08/01] + 101.5 - Once all players are satisfied with their hands, the starting player takes his or her turn. [CompRules 2005/08/01] + 101.5a - In a two-player game, the player who plays first skips the draw step (see Rule 304, "Draw Step") of his or her first turn. [CompRules 2005/08/01] 102 - Winning and Losing + 102.1 - A game ends immediately when either a player wins or the game is a draw. [CompRules 2005/08/01] + 102.2 - There are several ways to win the game. [CompRules 2005/08/01] + 102.2a - A player still in the game wins the game if all of that player's opponents have lost the game. [CompRules 2005/08/01] + 102.2b - An effect may state that a player wins the game. [CompRules 2005/08/01] + 102.2c - 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 lost the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game. [CompRules 2005/10/01] + 102.3 - There are several ways to lose the game. [CompRules 2005/08/01] + 102.3a - A player can concede the game at any time. A player who concedes loses the game immediately. [CompRules 2005/08/01] + 102.3b - If a player's life total is 0 or less, he or she loses the game the next time a player would receive priority. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] + 102.3c - When a player is required to draw more cards than are left in his or her library, he or she draws the remaining cards, and then loses the game the next time a player would receive priority. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] + 102.3d - If a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] + 102.3e - If a player would both win and lose simultaneously, he or she loses. [CompRules 2005/08/01] + 102.3f - In a multiplayer game between teams, a team loses the game if all players on that team have lost. [CompRules 2005/08/01] + 102.4 - There are several ways to draw the game. [CompRules 2005/08/01] + 102.4a - If all the players remaining in a game lose simultaneously, the game is a draw. [CompRules 2005/08/01] + 102.4b - If the game somehow enters a "loop," repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don't result in a draw. [CompRules 2005/08/01] + 102.4c - In a multiplayer game between teams, the game is a draw if all remaining teams lose at once. [CompRules 2005/08/01] + 102.5 - If a player loses the game, he or she leaves the game. Likewise, if a player leaves the game, he or she loses the game. The multiplayer rules handle what happens when a player leaves the game; see Rule 600.4. [CompRules 2005/10/01] 103 - The Magic Golden Rules + 103.1 - Whenever a card's text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see Rule 102.3). [CompRules 2005/08/01] + 103.2 - When a rule or effect says something can happen and another effect says it can't, the "can't" effect wins. For example, if one effect reads "You may play an additional land this turn" and another reads "You can't play land cards this turn," the effect that keeps you from playing lands wins out. Note that adding abilities to objects and removing abilities from objects don't fall under this rule. See Rule 407, "Adding and Removing Abilities." [CompRules 2004/06/01] + 103.4 - 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's 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 "Active Player, Nonactive Player (APNAP) order" rule. [CompRules 2005/08/01] Example: A card reads "Each player sacrifices a creature." First, the active player chooses a creature he or she controls. Then each of the nonactive players chooses a creature he or she controls. Then all creatures are sacrificed simultaneously. [CompRules 2005/08/01] + 103.4a - A player knows the choices made by the previous players when he or she makes his or her choice. [CompRules 2005/08/01] + 103.4b - If a player would make more than one choice at the same time, the player makes the choices in the order written, or in the order he or she chooses if the choices aren't ordered. [CompRules 2005/08/01] 104 - Numbers and Symbols + 104.1 - The Magic game uses only natural numbers. You can't choose a fractional number, deal fractional damage, and so on. When a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down. [CompRules 2005/08/01] + 104.3 - The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, {Z}, the numerals {0}, {1}, {2}, {3}, {4}, and so on, and the half-half symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}. [CompRules 2005/10/01] + 104.3f - Each of the half-half mana symbols represents a cost which can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. [CompRules 2005/10/01] Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}. [CompRules 2005/10/01] 2 - Parts of the Game ------------------------------------------------------------------------------ 200 - General + 200.2 - Use the Oracle(tm) card reference when determining a card's wording. A card's Oracle text can be found using the Gatherer card database at http://gatherer.wizards.com. [CompRules 2005/10/01] + 200.3 - 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. [CompRules 2005/08/01] + 200.3a - In a multiplayer game between teams, a player's teammates are the other players on his or her team, and the player's opponents are all players not on his or her team. [CompRules 2005/08/01] + 200.5 - A spell is a card, or copy of a spell or card, that's on the stack. (See Rule 213, "Spells.") [CompRules 2004/10/01] + 200.8 - An object is an ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. The term "object" is used in these rules when a rule applies to abilities on the stack, cards, tokens, spells, and permanents. Combat damage on the stack is also an object, although many uses of the term "object" in these rules don't apply to it. [CompRules 2004/02/01] + 200.9 - If a spell or ability uses a type or subtype without either the word "card," "spell," or "source," it means a permanent of that type in play. [CompRules 2005/08/01] + 200.9a - If a spell or ability uses a type, supertype, or subtype in conjunction with the word "card" and the name of a zone, it means a card with that type in the stated zone. [CompRules 2004/10/01] 201 - Characteristics + 201.2 - An object's characteristics are name, mana cost, color, type, subtype, supertype, expansion symbol, rules text, abilities, power, and toughness. Objects can have some or all of these characteristics. Any other information about an object isn't a characteristic. For example, characteristics don't include whether a permanent is tapped, a spell's target, an object's owner or controller, what an Aura enchants, and so on. [CompRules 2005/08/01] 203 - Mana Cost and Color + 203.1 - The mana cost of a card is indicated by mana symbols printed on its upper right corner. If a card has no mana symbols printed in its upper right corner, it has no mana cost. Paying an object's mana cost requires matching the color of any colored mana symbols as well as paying the generic mana indicated in the cost. [CompRules 2005/08/01] + 203.1a - Lands normally have no mana cost. Tokens have no mana cost unless the effect that creates them specifies otherwise. A copy of an object copies that object's mana cost. [CompRules 2005/08/01] + 203.2b - 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. [CompRules 2005/02/01] + 203.2d - If a player is asked to choose a color, he or she must choose one of the five colors. "Multicolored" is not a color. [CompRules 2004/02/01] + 203.2e - An object with one or more half-half mana symbols in its mana cost is each of the colors of that mana symbol, in addition to any other colors the object might be. Most cards with half-half mana symbols in their mana costs are printed in a two-tone frame. See Rule 104.3. [CompRules 2005/10/01] + 203.3 - The converted mana cost of an object is a number equal to the total amount of mana in its mana cost, regardless of color. Some effects ask a player to pay mana equal to an object's converted mana cost; this cost may be paid with any combination of colored and/or colorless mana, regardless of the colors in the object's mana cost. [CompRules 2005/08/01] + 203.3a - The converted mana cost of an object with no mana cost is 0. [CompRules 2005/08/01] 205 - Type Line + 205.2b - Some objects have more than one type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their types. [CompRules 2005/08/01] + 205.3b - Subtypes are always single words and are listed after a long dash. Each word after the dash is a separate subtype. [CompRules 2004/10/01] + 205.3c - Subtypes of a [type] object are also called [type] types. For example, creature subtypes are also called creature types. Objects may have multiple subtypes. [CompRules 2004/10/01] + 205.3d - Most card types each have their own unique set of possible subtypes. (You can find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," and so on.) However, instants and sorceries can share subtypes. Collectively, instant and sorcery subtypes are called spell types. [CompRules 2005/08/01] + 205.4c - Any permanent with the supertype "legendary" is subject to the state-based effect for legendary permanents, also called the "legend rule" (see Rule 420.5i). [CompRules 2004/10/01] + 205.4d - Any permanent with the supertype "world" is subject to the state-based effect for world permanents, also called the "world rule" (see Rule 420.5i). [CompRules 2004/10/01] + 205.4e - Any land with the supertype "snow-covered" is a snow-covered land. Any land that doesn't have this supertype is a non-snow-covered land, regardless of the name of the land. [CompRules 2004/10/01] 207 - Text Box + 207.3 - A guild icon appears in the text box of many Ravnica(tm) block cards. These cards either have the specified guild's exclusive mechanic or somehow relate to the two colors associated with that guild. Guild icons have no effect on game play. [CompRules 2005/10/01] 212 - Type, Supertype, and Subtype + 212.1c - Some effects change an object's type, supertype, or subtype but specify that the object retains a prior type, supertype, or subtype. In such cases, all the object's prior types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [type]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior types and subtypes. [CompRules 2005/08/01] Example: An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two types: creature and land. If there were any lands that also had the artifact type before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the artifact type and the land type. [CompRules 2004/10/01] Example: An ability reads, "All artifacts are 1/1 artifact creatures." If a permanent is both an artifact and an enchantment, it will become an "artifact enchantment creature." [CompRules 2003/07/01] + 212.1d - An object's supertype is independent of its type and subtype. Changing an object's type or subtype won't change its supertype. Changing an object's supertype won't change its type or subtype. When an object's gains or loses a supertype, it retains any other supertypes it had. [CompRules 2005/10/01] Example: An ability reads, "All lands are 1/1 creatures that are still lands." If any of the affected lands were legendary, they are still legendary. [CompRules 2003/07/01] + 212.1e - If an instruction requires choosing a subtype, you must choose one, and only one, existing subtype, and the subtype you choose must be for the appropriate type. For example, you can't choose a land type if an instruction requires choosing a creature type. (Use the Oracle card reference to determine whether a creature type exists; see Rule 200.2. You will also find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," etc.) [CompRules 2004/10/01] Example: When choosing a creature type, "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like "artifact," "opponent," "Swamp," or "truck" can't be chosen because they aren't creature types. [CompRules 2003/10/01] 212.2 - Artifacts + 212.2h - An Equipment is played and comes into play just like any other artifact. An Equipment doesn't come into play attached to a creature. The equip keyword ability moves the Equipment onto a creature you control (see Rule 502.33, "Equip"). Control of the creature matters only when the equip ability is played and when it resolves. The creature to which the Equipment is to be moved must be able to be equipped by it. If it can't, the Equipment doesn't move. [CompRules 2005/10/01] + 212.2i - An Equipment that's also a creature can't equip a creature. Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains in play. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] 212.3 - Creatures + 212.3c - Creature subtypes are always a single word and are listed after a long dash: "Creature - Human Soldier," "Artifact Creature - Golem," and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. [CompRules 2005/10/01] Example: "Creature - Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. [CompRules 2003/07/01] 212.4 - Enchantments + 212.4c - Enchantment subtypes are always a single word and are listed after a long dash: "Enchantment - Shrine." Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. [CompRules 2005/08/01] + 212.4d - Some enchantments have the subtype "Aura." An Aura comes into play attached to a permanent or player. What an Aura can be attached to is restricted by its enchant keyword ability (see Rule 502.45, "Enchant"). [CompRules 2005/08/01] + 212.4e - An Aura spell requires a target, which is restricted by its enchant ability. Other restrictions can limit what a permanent can be enchanted by. If an Aura is coming into play by any other means than being played and the effect putting it into play doesn't specify what it will enchant, the player putting it into play chooses a permanent for it to enchant as it comes into play. The player must choose a legal permanent according to the Aura's enchant ability. If an Aura is coming into play from the stack and there is no legal permanent for it to enchant, the Aura is put into its owner's graveyard instead of coming into play. If an Aura is coming into play from any zone other than the stack and there is no legal permanent for it to enchant, the Aura remains in the zone from which it attempted to move instead of coming into play. The same rule applies to moving an Aura from one permanent to another: The permanent to which the Aura is to be moved must be able to be enchanted by it. If it can't, the Aura doesn't move. [CompRules 2005/10/01] + 212.4e - An Aura spell requires a target, which is restricted by its enchant ability. Other restrictions can limit what a permanent can be enchanted by. If an Aura is coming into play by any other means than being played and the effect putting it into play doesn't specify what it will enchant, the player putting it into play chooses a permanent for it to enchant as it comes into play. The player must choose a legal permanent according to the Aura's enchant ability. If no legal permanent is available, the Aura remains in the zone from which it attempted to move instead of coming into play. The same rule applies to moving an Aura from one permanent to another: The permanent to which the Aura is to be moved must be able to be enchanted by it. If it isn't legal, the Aura doesn't move. [CompRules 2005/08/01] + 212.4f - If an Aura is enchanting an illegal permanent, or the permanent it was attached to no longer exists, the Aura is put into its owner's graveyard. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] + 212.4g - An Aura can't enchant itself, and an Aura that's also a creature can't enchant a permanent. If this occurs somehow, the Aura is put into its owner's graveyard. (This is a state-based effect. See Rule 420.) [CompRules 2005/08/01] + 212.4h - The permanent an Aura is attached to is called enchanted. The Aura is attached to, or "enchants," that permanent. [CompRules 2005/08/01] + 212.4i - An Aura's controller is separate from the enchanted permanent's controller; the two need not be the same. Changing control of the permanent doesn't change control of the Aura, and vice versa. Only the Aura's controller can play its abilities. However, if the Aura adds an ability to the enchanted permanent (with "gains" or "has"), the enchanted permanent's controller is the only one who can play that ability. [CompRules 2005/08/01] 212.5 - Instants + 212.5c - Instant subtypes are always single words and are listed after a long dash: "Instant - Arcane." Each word after the dash is a separate subtype. Instant subtypes are also called instant types. An instant subtype that's also a sorcery subtype is also called a spell type. Instants may have multiple subtypes. [CompRules 2004/10/01] 212.6 - Land + 212.6d - The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words "basic land type," it's referring to one of these subtypes. A land with a basic land type has an intrinsic ability to produce colored mana. (See Rule 406, "Mana Abilities.") The land is treated as if its text box included, "{Tap}: Add [mana symbol] to your mana pool," even if the text box doesn't actually contain text or the card has no text box. Plains produce white mana; Islands, blue; Swamps, black; Mountains, red; and Forests, green. [CompRules 2005/10/01] + 212.6e - If an effect changes a land's type 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 and its old land types, and it gains the appropriate mana ability for each new basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Changing a land's type doesn't add or remove any types (such as creature) or supertypes (such as basic, legendary, and snow-covered) 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. [CompRules 2005/10/01] 212.7 - Sorceries + 212.7c - Sorcery subtypes are always single words and are listed after a long dash: "Sorcery - Arcane." Each word after the dash is a separate subtype. Sorcery subtypes are also called sorcery types. A sorcery subtype that's also an instant subtype is also called a spell type. Sorceries may have multiple subtypes. [CompRules 2004/10/01] + 212.7e - If a spell, ability, or effect states that a player can do something only "any time he or she could play a sorcery," it means only that the player must have priority, it must be during the main phase of his or her turn, and the stack must be empty. The player doesn't need to have a sorcery he or she could actually play. [CompRules 2005/10/01] 213 - Spells + 213.1a - An object with no mana cost can't be played as a spell. [CompRules 2005/08/01] + 213.2 - A spell's type, supertype, and subtype are the same as those of its card. [CompRules 2005/02/01] 215 - Legends and Legendary Objects + Note - This section is now empty. See Rule 205.4c and Rule 420.5e about legendary permanents. 216 - Tokens + 216.1 - Some effects put token creatures into play. A token is controlled by whomever put it into play and owned by the controller of the spell or ability that created it. The spell or ability may define any number of characteristics for the token. A token doesn't have any characteristics not defined by the spell or ability that created it. The spell or ability that creates the token sets both its name and its creature type. If the spell or ability doesn't specify the name of the token, its name is the same as its creature type(s). A "Goblin Scout creature token," for example, is named "Goblin Scout" and has the creature subtypes Goblin and Scout. Once a token is in play, changing its name doesn't change its creature type, and vice versa. [CompRules 2005/08/01] + 216.2 - A token is subject to anything that affects permanents in general or that affects the token's type or subtype. A token isn't a card (even if represented by cards from other games or Unglued(tm) cards). [CompRules 2004/10/01] + 216.3 - A token in a zone other than the in-play zone ceases to exist. This is a state-based effect. (Note that a token changing zones sets off triggered abilities before the token ceases to exist.) Once a token has left play, it can't be returned to play by any means. [CompRules 2005/08/01] 217 - Zones + 217.1b - The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects or rules allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped, and what enchants or equips them must remain clear to all players. [CompRules 2005/08/01] 217.2 - Library + 217.2c - Any player may count the number of cards remaining in any player's library at any time. [CompRules 2005/08/01] + 217.2f - If a spell or ability causes a card to be drawn while another spell or ability is being played, the drawn card is kept face down until that spell or ability becomes played (see Rule 409.1i). [CompRules 2005/08/01] 217.5 - In Play + 217.5a - Most of the area between the players represents the in-play zone. The in-play zone starts out empty. Permanents a player controls (other than Auras attached to another player's permanents) are kept in front of him or her in the in-play zone. [CompRules 2005/08/01] + 217.5d - An object not in the in-play zone isn't "in play" and isn't considered tapped or untapped. Objects that aren't either in play or on the stack aren't controlled by any player. [CompRules 2005/08/01] 217.6 - Stack + 217.6b - 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's put on top of all objects already there. (See Rule 408, "Timing of Spells and Abilities.") [CompRules 2005/08/01] + 217.6d - 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. [CompRules 2005/08/01] 217.7 - Removed from the Game + 217.7b - Cards in the removed-from-the-game zone are kept face up and may be examined by any player at any time. Cards "removed from the game face down" can't be examined by any player except when instructions allow it. [CompRules 2005/08/01] + 217.7d - An object may have an ability that refers to "the removed cards" or to cards "removed from the game with [name]." If the ability is printed on that object, it refers only to cards in the removed-from-the-game zone removed by that object as an effect of an ability printed on it. If that ability is printed on a different object, it refers only to cards in the removed-from-the-game zone removed by that object as an effect of an ability copied from the same object at the same time. [CompRules 2005/10/01] Example: Arc-Slogger has the ability "{R}: Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player." Sisters of Stone Death has the ability "{B}{G}: Remove from the game target creature blocking or blocked by Sisters of Stone Death" and the ability "{2}{B}: Put a creature card removed from the game with Sisters of Stone Death into play under your control." Quicksilver Elemental has the ability "{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If a player has Quicksilver Elemental gain Arc-Slogger's ability, plays it, then has Quicksilver Elemental gain Sisters of Stone Death's abilities, plays the remove-from-game ability, and then plays the return-to-play ability, only the creature card Quicksilver Elemental removed from the game with Sisters of Stone Death's ability can be returned to play. Creature cards Quicksilver Elemental removed from the game with Arc-Slogger's ability can't be returned. [CompRules 2005/10/01] 217.8 - Phased Out + 217.8b - Face-up objects in the phased-out zone may be examined by any player at any time. Face-down objects in the phased-out zone are covered by the rules for face-down permanents. (See Rule 502.26, "Morph," and Rule 504, "Face-Down Spells and Permanents.") [CompRules 2005/08/01] + 217.8d - Tokens in the phased-out zone cease to exist. This is a state-based effect (see Rule 420, "State-Based Effects"). Any phased-out Auras or Equipment that were attached to those tokens remain phased out for the rest of the game. [CompRules 2005/08/01] 217.9 - Ante + 217.9a - Earlier versions of the Magic rules included an ante rule as a way of playing "for keeps." Playing Magic games for ante is now considered an optional variation on the game, and it's allowed only where it's not forbidden by law or by other rules. Playing for ante is strictly forbidden under the DCI Universal Tournament Rules ( www.wizards.com/default.asp?x=dci/doccenter/home). [CompRules 2005/10/01] + 217.9b - When playing for ante, each player puts one random card from his or her deck into the ante zone at the beginning of the game. 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. [CompRules 2005/08/01] 3 - Turn Structure ------------------------------------------------------------------------------ 300 - General + 300.2 - A phase or step ends when the stack is empty and all players pass in succession. No game events can occur between turns, phases, or steps. Simply having the stack become empty doesn't cause the phase or step to end; all players have to pass with the stack empty. Because of this, each player gets a chance to add new things to the stack before the current phase or step ends. [CompRules 2005/08/01] + 300.3 - When a phase ends (but not a step), any unused mana left in a player's mana pool is lost. That player loses 1 life for each one mana lost this way. This is called mana burn. Mana burn is loss of life, not damage, so it can't be prevented or altered by effects that affect damage. This game action doesn't use the stack. (See Rule 406, "Mana Abilities.") [CompRules 2005/08/01] + 300.6 - Some effects can give a player extra turns. They do this by adding the turns directly after the current turn. If a player gets multiple extra turns or if multiple players get extra turns during a single turn, the extra turns are added one at a time. The most recently created turn will be taken first. [CompRules 2005/08/01] 302 - Untap Step + 302.3 - No player receives priority during the untap step, so no spells or abilities can be played or resolved. 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 303, "Upkeep Step.") [CompRules 2004/06/01] 304 - Draw Step + 304.1 - First, the active player draws a card. This game action doesn't use the stack. Then any abilities that trigger at the beginning of the draw step and any other abilities that have triggered go on the stack. Then the active player gets priority and players may play spells and abilities. [CompRules 2005/08/01] 305 - Main Phase + 305.2 - The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See Rule 300.2) [CompRules 2003/07/01] 306 - Combat Phase + 306.3 - During the combat phase, the active player is attacking and is the attacking player. As the combat phase starts, the active player chooses one of his or her opponents. The chosen opponent is being attacked and is the defending player. Some multiplayer games allow the active player to attack multiple other players. See Rule 602, "Attack Multiple Players Option" and Rule 606, "Two-Headed Giant Variant." [CompRules 2005/08/01] 308 - Declare Attackers Step + 308.1 - As the declare attackers step begins, the active player declares attackers (this game action doesn't use the stack). If the game allows the active player to attack multiple other players, he or she declares which player each creature is attacking. Effects from a creature that refer to a defending player refer only to the defending player it is attacking. Then any abilities that triggered on attackers being declared go on the stack. (See Rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. [CompRules 2005/08/01] Example: Tanglewalker reads, "Creatures you control are unblockable as long as defending player controls an artifact land." Whether a creaure you control is unblockable depends only on whether the player being attacked by it controls an artifact land. [CompRules 2005/10/01] Example: Guiltfeeder reads, in part, "Whenever Guiltfeeder attacks and isn't blocked, defending player loses 1 life for each card in his or her graveyard." Only the player being attacked loses life due to Guiltfeeder's ability. [CompRules 2005/08/01] + 308.2a - The active player either chooses to not attack, or chooses one or more creatures he or she controls and then determines whether this set of creatures could attack. Only creatures can attack, and the following creatures can't attack: tapped creatures (even those that can attack without tapping) and creatures the active player didn't control continuously since the beginning of the turn (except those with haste). Other effects may also affect whether or not a set of creatures could attack. (See Rule 500, "Legal Attacks and Blocks.") [CompRules 2004/10/01] 310 - Combat Damage Step + 310.2a - Each attacking creature and each blocking creature will assign combat damage equal to its power. Creatures with 0 or less power don't assign combat damage. [CompRules 2004/02/01] 311 - End of Combat Step + 311.1 - As the end of combat step begins, all "at end of combat" abilities trigger and go on the stack. (See Rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. [CompRules 2005/08/01] 314 - Cleanup Step + 314.2 - After discarding, the following actions happen simultaneously: all damage is removed from permanents and all "until end of turn" and "this turn" effects end (this game action doesn't use the stack). [CompRules 2005/08/01] + 314.3 - If the conditions for any state-based effects exist or if any triggered abilities are waiting to be put onto the stack, the active player gets priority and players may play spells and abilities. Once the stack is empty and all players pass, another cleanup step begins. Otherwise, no player receives priority and the step ends. [CompRules 2005/08/01] 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 401 - Spells on the Stack + 401.1 - A card on the stack is a spell. As the first step of being played, the card becomes a spell and goes on the stack from the zone it was played from (usually the player's hand). (See Rule 217.6, "Stack.") [CompRules 2005/08/01] + 401.1a - A copy of a spell is also a spell, even if it has no card associated with it. [CompRules 2005/08/01] + 401.1b - An object with no mana cost can't be played as a spell. [CompRules 2005/08/01] 402 - Abilities + 402.3 - Abilities can be beneficial or detrimental. [CompRules 2005/08/01] Example: "[This creature] can't block" is an ability. [CompRules 2005/08/01] + 402.8 - Abilities function only while the permanent with the ability is in play unless the ability is a characteristic-setting ability that sets type, subtype, supertype, or color; an ability of an instant or sorcery; an additional cost; an alternative cost; or a play restriction. Abilities can also function in other zones if they state otherwise or if the ability can only trigger or be played in a zone other than the in-play zone. An ability whose cost or effect specifies that it moves the object it's on out of a particular zone functions only in that zone. [CompRules 2005/08/01] Example: You can play an ability with a cost that includes "Discard this card" only if the card is in your hand. [CompRules 2005/08/01] 403 - Activated Abilities + 403.4 - A creature's activated ability with the tap symbol ({Tap}) in its activation cost can't be played unless the creature has been under its controller's control since the start of his or her most recent turn. Ignore this rule for creatures with haste (see Rule 502.5). [CompRules 2005/08/01] 404 - Triggered Abilities + 404.4a - Delayed triggered abilities come from spells or other abilities that create them on resolution. That means a delayed triggered ability won't trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible. [CompRules 2003/07/01] Example: Part of an effect reads "When this creature leaves play," but the creature in question leaves play before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers. [CompRules 2004/10/01] Example: If an effect reads "When this creature becomes untapped" and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps. [CompRules 2004/10/01] + 404.4c - A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. [CompRules 2003/07/01] Example: An ability that reads, "Destroy that creature at end of turn" will destroy the permanent even if it's no longer a creature during the end of turn step. [CompRules 2005/08/01] + 404.4d - A delayed triggered ability that refers to a particular permanent will fail if the permanent leaves play (even if it returns again before the specified time). Similarly, abilities that create a one-shot effect that applies to an object in a particular zone will fail if the object leaves that zone. [CompRules 2003/07/01] Example: An ability that reads, "Remove this creature from the game at end of turn" won't do anything if the creature leaves play before the end of turn step. [CompRules 2005/08/01] 405 - Static Abilities + 405.2 - Some objects have intrinsic static abilities which state that the object "has" one or more characteristic values; "is" a particular type, supertype, subtype, or color; or that one or more of its characteristics "is" or "are" a particular value. These abilities are characteristic-setting abilities. Abilities of an object that affect the characteristics of another object are not characteristic-setting abilities; neither are abilities that an object grants to itself. See Rule 201, "Characteristics," and Rule 418.5a. [CompRules 2005/10/01] 408.1 - Timing, Priority, and the Stack + 408.1c - The active player gets priority at the beginning of most phases and steps, after any game actions are dealt with and abilities that trigger at the beginning of that phase or step go on the stack. No player gets priority during the untap step and players usually don't get priority during the cleanup step (see Rule 314.3). The player with priority may play a spell or ability, take a special action, or pass. If he or she plays a spell or ability, or takes a special action, the player again receives priority; otherwise, the next player in turn order receives priority. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the top object on the stack resolves, then the active player receives priority. If the stack is empty when all players pass in succession, the phase or step ends and the next one begins. [CompRules 2005/08/01] + 408.1d - A player may play an instant spell or activated ability any time he or she has priority. Spells other than instants may be played during a player's main phase, when that player has priority and the stack is empty. [CompRules 2005/10/01] + 408.1i - Special actions don't use the stack. The special actions are playing a land (see Rule 408.2d), turning a face-down creature face up (see Rule 408.2h), ending continuous effects or stopping delayed triggered abilities (see Rule 408.2i), and ignoring or suspending continuous effects (see Rule 408.2j). [CompRules 2005/08/01] 408.2 - Actions That Don't Use the Stack + 408.2g - Game actions don't use the stack. The game actions are phasing in and out during the untap step (see Rule 302.1), untapping during the untap step (see Rule 302.2), drawing a card during the draw step (see Rule 304.1), declaring attackers at the start of the declare attackers step (see Rule 308.1), declaring blockers at the start of the declare blockers step (see Rule 309.1), cleanup (see Rule 314), and mana burn as each phase ends (see Rule 300.3). [CompRules 2005/08/01] 409 - Playing Spells and Activated Abilities + 409.1a - The player announces that he or she is playing the spell or activated ability. It moves from the zone it's in to the stack and remains there until it's countered or resolves. In the case of spells, the physical card goes onto the stack. In the case of activated abilities, the ability goes onto the stack without any card associated with it. Each spell has all the characteristics of the card associated with it. Each activated ability 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 played the spell. The controller of an activated ability is the player who played the ability. [CompRules 2005/10/01] + 409.1b - If the spell or ability is modal (uses the phrase "Choose one -" or "[specified player] chooses one -"), the player announces the mode choice. If the player wishes to splice any cards onto the spell, he or she reveals those cards in his or her hand. If the spell or ability has a variable mana cost (indicated by {X}) or some other variable cost, the player announces the value of that variable at this time. If the spell or ability has alternative, additional, or other special costs (such as buyback, kicker, or convoke costs), the player announces his or her intentions to pay any or all of those costs (see Rule 409.1f). You can't apply two alternative methods of playing or two alternative costs to a single spell or ability. Previously made choices (such as choosing to play a spell with flashback from his or her graveyard or choosing to play a creature with morph face down) may restrict the player's options when making these choices. [CompRules 2005/10/01] + 409.1c - If the spell or ability requires any targets, the player first announces how many targets he or she will choose (if the spell or ability has a variable number of targets), then announces the targets themselves. A player can't play a spell or ability unless he or she chooses the required number of legal targets. The same target can't be chosen multiple times for any one instance of the word "target" on the spell or ability. If the spell or ability uses the word "target" in multiple places, the same object, player, or zone can be chosen once for each instance of the word "target" (as long as it fits the targeting criteria). [CompRules 2005/10/01] Example: If an ability reads "Tap two target creatures," then the same target can't be chosen twice; the ability requires two different legal targets. An ability that reads "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places. [CompRules 2004/10/01] Example: If an ability reads "Tap two target creatures," then the same target can't be chosen twice; the ability requires two different legal targets. An ability that reads "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places. [CompRules 2004/10/01] + 409.1e - If the spell or ability affects several targets in different ways, the player announces how it will affect each target. If the spell or ability requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, or any number of untargeted objects or players, the player announces the division. Each of these targets, objects, or players must receive at least one of whatever is being divided. [CompRules 2004/02/01] + 409.1g - If the total cost includes a mana payment, the player then has a chance to play mana abilities (see Rule 411, "Playing Mana Abilities"). Mana abilities must be played before costs are paid. [CompRules 2004/06/01] + 409.1h - The player pays the total costin any order. Partial payments are not allowed. [CompRules 2004/02/01] Example: You play Death Bomb, which costs {3}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to play. Because a spell's total cost is "locked in" before payments are actually made, you pay {2}{B}, not {3}{B}, even though you're sacrificing the Familiar. [CompRules 2003/07/01] + 409.2 - Some spells and abilities specify that one of their controller's opponents does something the controller would normally do while it's being played, such as choose a mode, choose targets, or choose how the spell or ability will affect its targets. In these cases, the opponent does so when the spell or ability's controller normally would do so. [CompRules 2005/08/01] + 409.2a - If there is more than one opponent who could make such a choice, the spell or ability's controller decides which of those opponents will make the choice. [CompRules 2005/08/01] + 409.2b - If the spell or ability instructs its controller and another player to do something at the same time as the spell or ability is being played, the spell's controller goes first, then the other player. This is an exception to Rule 103.4. [CompRules 2005/08/01] 410 - Handling Triggered Abilities + 410.3 - If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses. (See Rule 103.4.) Then players once again check for and resolve state-based effects until none are generated, then abilities that triggered during this process go on the stack. This process repeats until no new state-based effects are generated and no abilities trigger. Then the appropriate player gets priority. [CompRules 2005/08/01] + 410.9d - If an ability triggers when a creature blocks or is blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when the attack or block declaration is made. Effects that add or remove blockers can cause such abilities to trigger. This also applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures. [CompRules 2005/08/01] + 410.10d - Abilities that trigger on one or more permanents leaving play, or on a player losing control of a permanent, must be treated specially because the permanent with the ability may no longer be in play after the event. The game has to "look back in time" to determine what triggered. Each time an event removes from play or changes who controls one or more permanents, all the permanents in play just before the event (with continuous effects that existed at that time) are checked for trigger events that match what just left play or changed control. The same is true for cards with abilities that trigger when they leave a graveyard, as they may move to a zone that is hidden from a player. [CompRules 2005/10/01] Example: Two creatures are in play along with an artifact that has the ability "Whenever a creature is put into a graveyard from play, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures. [CompRules 2003/07/01] + 410.10f - Some Auras have triggered abilities that trigger on the enchanted permanent leaving play. These triggered abilities can track the Aura to its owner's graveyard in addition to tracking the enchanted permanent to whatever zone it moved to. [CompRules 2005/08/01] + 410.11 - Some triggered abilities trigger on a game state, such as a player controlling no permanents of a particular type, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They'll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren't the same as state-based effects.) A state-triggered ability doesn't trigger again until the 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. [CompRules 2003/07/01] Example: A permanent's ability reads, "Whenever you have no cards in hand, draw a card." If its controller plays the last card from his or her hand, the ability will trigger once and won't trigger again until it has resolved. If its controller plays a spell that reads "Discard your hand, then draw that many cards," the ability will trigger during the spell's resolution because the player's hand was momentarily empty. [CompRules 2004/10/01] 411 - Playing Mana Abilities + 411.2 - A player may play an activated mana ability whenever he or she has priority, or whenever he or she is playing a spell or activated ability that requires a mana payment. A player may also play one whenever a rule or effect asks for a mana payment, even in the middle of playing or resolving a spell or ability. [CompRules 2004/06/01] + 411.3 - Triggered mana abilities trigger when an activated mana ability is played. These abilities resolve immediately after the mana ability that triggered them, without waiting for priority. If an activated or triggered ability produces both mana and another effect, both the mana and the other effect resolve immediately. Example: An enchantment reads, "Whenever a player taps a land for mana, that player adds one mana of that type to his or her mana pool." If a player taps lands for mana while playing a spell, the additional mana is added to the player's mana pool immediately and can be used to pay for the spell. [CompRules 2005/10/01] 412 - Handling Static Abilities + 412.2 - Many Auras and Equipment have static abilities that modify the permanent they're attached to, but those abilities don't target that permanent. If an Aura or Equipment is moved to a different permanent, the ability stops applying to the original permanent and starts modifying the new one. [CompRules 2005/08/01] + 412.4 - Some static abilities apply while a card is in any zone that you could play it from (usually your hand). These are limited to those that read, "You may play [this card] ... ," "You can't play [this card] .... ," and "Play [this card] only ... ." [CompRules 2005/08/01] 413 - Resolving Spells and Abilities + 413.1 - Each time all players pass in succession, the object (a spell, an ability, or combat damage) on top of the stack resolves. (See Rule 416, "Effects.") [CompRules 2005/08/01] + 413.2a - If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become illegal if its characteristics changed since the spell or ability was played or if an effect changed the text of the spell. The spell or ability is countered if all its targets, for every instance of the word "target," are now illegal. If the spell or ability is not countered, it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can't perform any actions on it or make the target perform any actions. If the spell or ability needs to know information about one or more targets that are now illegal, it will use the illegal targets' current or last known information. [CompRules 2005/02/01] Example: Aura Blast is a white instant that reads, "Destroy target enchantment. Draw a card." If the enchantment isn't a legal target during Aura Blast's resolution (say, if it has gained protection from white or left play), then Aura Blast is countered. Its controller doesn't draw a card. [CompRules 2005/02/01] Example: Plague Spores reads, "Destroy target nonblack creature and target land. They can't be regenerated." Suppose the same animated 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. Plagues Spores isn't countered because the black creature land is still a legal target for the "target land" part of the spell. [CompRules 2005/08/01] + 413.2d - Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses. 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 103.4. [CompRules 2005/08/01] 415 - Targeted Spells and Abilities + 415.1 - An instant or sorcery spell is targeted if the text that will be followed when it resolves uses the phrase "target [something]," where the "something" is a phrase that describes an object, player, or zone. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.) [CompRules 2005/10/01] Example: A sorcery card has the ability "When you cycle this card, target creature gets -1/-1 until end of turn." This triggered ability is targeted, but that doesn't make the card it's on targeted. [CompRules 2003/07/01] + 415.2 - An activated or triggered ability is targeted if it uses the phrase "target [something]," where the "something" is a phrase that describes an object, player, or zone. [CompRules 2005/10/01] + 415.3 - Aura spells are always targeted. An Aura's target is specified by its enchant keyword ability (see Rule 502.45, "Enchant"). An Aura permanent doesn't target anything; only the spell is targeted. An activated or triggered ability of an Aura permanent can be targeted. [CompRules 2005/08/01] 418.5 - Interaction of Continuous Effects + 418.5a - The values of an object's characteristics are determined by starting with the actual object, then applying continuous effects in a series of layers in the following order: (1) copy effects (see Rule 503, "Copying Objects"); (2) control-changing effects; (3) text-changing effects; (4) type-, subtype-, and supertype-changing effects; (5) all other continuous effects, except those that change power and/or toughness; and (6) power- and/or toughness-changing effects. [CompRules 2005/10/01] Inside each layer from 1 through 5, apply effects from characteristic-setting abilities first, then all other effects. Inside layer 6, apply effects in a series of sublayers in the following order: (6a) effects from characteristic-setting abilities; (6b) all other effects not specifically applied in 6c, 6d, or 6e; (6c) changes from counters; (6d) effects from static abilities that modify power and/or toughness but don't set power and/or toughness to a specific number or value; and (6e) effects that switch a creature's power and toughness. See also the rules for timestamp order and dependency (Rule 418.5b through Rule 418.5g). [CompRules 2005/10/01] Example: Crusade is an enchantment that reads "White creatures get +1/+1." Crusade and a 2/2 black creature are in play. If an effect then turns the creature white, it gets +1/+1 from Crusade, becoming 3/3. If the creature's color is later changed to red, Crusade's effect stops applying to it, and it will return to being a 2/2. [CompRules 2003/12/01] Example: Gray Ogre, a 2/2 creature, is in play. An effect puts a +1/+1 counter on it, making it 3/3. An effect that says "Target creature gets +4/+4 until end of turn" is applied to it, making it 7/7. An enchantment that says "Creatures you control get +0/+2" enters play, making it a 7/9. An effect that says "Target creature becomes 0/1 until end of turn" is applied to it, making it a 1/4 (0/1, plus +1/+1 from the counter, plus +0/+2 from the enchantment). [CompRules 2005/10/01] Example: Svogthos, the Restless Tomb, is in play. An effect that says "Until end of turn, target land becomes a 3/3 creature that's still a land" is applied to it. An effect that says "Target creature gets +1/+1 until end of turn" is applied to it, making it a 4/4 land creature. Then you activate Svogthos's ability ("Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with 'This creature's power and toughness are each equal to the number of creature cards in your graveyard.' It's still a land.") while you have ten creature cards in your graveyard. It becomes a 10/10 land creature. If a creature card enters or leaves your graveyard, Svogthos's power and toughness will be modified accordingly. If the first effect is applied to it again, it will become a 3/3 land creature again. [CompRules 2005/10/01] + 418.5b - If an effect should be applied in different layers, the parts of the effect each apply in their appropriate layers. If an effect starts to apply in one layer, it will continue to be applied to the same set of objects in each other applicable layer, even if the ability generating the effect is removed during this process. [CompRules 2005/10/01] Example: An effect that reads "Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn" is both a power- and toughness-changing effect and an "other" kind of effect. The "becomes the color of your choice" part is applied in layer 5, and then the "gets +1/+1" part is applied in layer 6. [CompRules 2005/10/01] Example: Grab the Reins has an effect that reads "Until end of turn, you gain control of target creature and it gains haste." This is both a control-changing effect and an "other" effect. The "you gain control" part is applied in layer 2, and then the "it gains haste" part is applied in layer 5. [CompRules 2005/10/01] Example: An effect that reads "All noncreature artifacts become 2/2 artifact creatures until end of turn" 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 6, even though those permanents aren't noncreature artifacts by then. [CompRules 2005/10/01] + 418.5c - An effect is said to "depend on" another if (a) it's applied in the same layer (and, if applicable, sublayer) as the other effect (see Rule 418.5a) and (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. Otherwise, the effect is considered to be independent of the other effect. [CompRules 2005/10/01] + 418.5d - An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied, even if this causes a characteristic-setting ability to apply after another effect. If multiple dependent effects would apply simultaneously in this way, they're 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. [CompRules 2005/10/01] + 418.5e - An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (a) If two or more objects enter a zone (or zones) simultaneously, the active player determines their timestamp order at the time they enter that zone. (b) Whenever an Aura or Equipment becomes attached to a permanent, the Aura or Equipment receives a new timestamp. (c) Permanents that phase in keep the same timestamps they had when they phased out. [CompRules 2005/10/01] + 418.5f - 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. [CompRules 2005/10/01] + 418.5g - A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it's created. [CompRules 2005/10/01] + 418.5h - One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does. [CompRules 2003/12/01] Example: Two Auras are played on the same creature: "Enchanted creature gains flying" and "Enchanted creature loses flying." Neither of these depends on the other, since nothing changes what they affect or what they're doing to it. Applying them in timestamp order means the one that was generated last "wins." It's irrelevant whether an effect is temporary (such as "Target creature loses flying until end of turn") or global (such as "All creatures lose flying"). [CompRules 2005/08/01] Example: One effect reads, "White creatures get +1/+1," and another "Enchanted creature is white." The enchanted creature gets +1/+1 from the first effect, regardless of its previous color. [CompRules 2003/12/01] + 418.5i - Some effects switch a creature's power and toughness. When they're applied, they take the value of power and apply it to the object's toughness, and take the object's toughness and apply it to the object's power. These effects are applied after all other effects that affect power and toughness (See Rule 418.5a). [CompRules 2005/10/01] Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature's power and toughness. Its new power and toughness is 4/1. A new effect gives the creature +5/+0. Its "unswitched" power and toughness would be 6/4, so its actual power and toughness is 4/6. [CompRules 2005/10/01] Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature's power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect ends before the switch effect ends, the creature becomes a 3/1. [CompRules 2003/10/01] 419 - Replacement and Prevention Effects + 419.5a - If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won't trigger. It also means that replacement effects that increase damage dealt have no event to replace, so they have no effect. [CompRules 2005/08/01] + 419.5b - Some abilities read, "you may [X]. If you do, [Y]." An "if you do" clause that follows an "if you may [X]" clause refers to choosing to do the event X, regardless of what events actually occur as a result of that decision. If X is replaced entirely or in part by a different event, the "if you do" clause refers to the event that replaced X. [CompRules 2005/10/01] 419.7 - Prevention Effects + 419.7c - 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. [CompRules 2005/10/01] Example: Wojek Apothecary has an ability that says "{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." When the ability resolves, it gives the target creature and each other creature in play that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures' colors after the ability resolves doesn't add or remove shields, and creatures that come into play later in the turn don't get the shield. [CompRules 2005/10/01] 419.8 - Sources of Damage + 419.8a - Some effects apply to damage from a source-for example, "The next time a red source of your choice would deal damage to you this turn, prevent that damage." If an effect requires a player to choose a source, he or she may choose a permanent, a spell on the stack (including an artifact, creature, or enchantment spell), or any card or permanent referred to by an object on the stack (including a creature that assigned combat damage on the stack, even if the creature is no longer in play or is no longer a creature). The source is chosen when the effect is created. If the player chooses a permanent, the prevention will apply to the next damage from that permanent, regardless of whether it's from one of that permanent's abilities or combat damage dealt by it. If the player chooses an artifact, creature, or enchantment spell, the prevention will apply to any damage from that spell and from the permanent that it becomes when it resolves. [CompRules 2005/08/01] 419.9 - Interaction of Replacement or Prevention Effects + 419.9a - If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply. Then the other effect applies if it is still appropriate. If one or more of the applicable replacement effects is a self-replacement effect (see Rule 419.6d), that effect is applied before any other replacement effects. If two or more players have to make these choices at the same time, choices are made in APNAP order (see Rule 103.4). [CompRules 2005/08/01] Example: Two permanents are in play. One is an enchantment that reads "If a card would be put into a graveyard, instead remove it from the game," and the other is a creature that reads "If [this creature] would be put into a graveyard from play, instead shuffle it into its owner's library." The controller of the creature that would be destroyed decides which replacement to apply first; the other does nothing. [CompRules 2005/08/01] 420 - State-Based Effects + 420.2 - State-based effects are always active and are not controlled by any player. [CompRules 2005/08/01] + 420.5c - A creature with lethal damage, but greater than 0 toughness, is destroyed. Lethal damage is an amount of damage greater than or equal to a creature's toughness. Regeneration can replace this event. [CompRules 2004/06/01] + 420.5d - An Aura attached an illegal permanent or not attached to a permanent is put into its owner's graveyard. [CompRules 2005/10/01] + 420.5e - If two or more legendary permanents with the same name are in play, all are put into their owners' graveyards. This is called the "legend rule." If only one of those permanents is legendary, this rule doesn't apply. [CompRules 2005/10/01] + 420.5i - If two or more permanents have the supertype world, all except the one that has been a permanent with the world supertype in play for the shortest amount of time are put into their owners' graveyards. In the event of a tie for the shortest amount of time, all are put into their owners' graveyards. This is called the "world rule." [CompRules 2004/10/01] + 420.5k - An Equipment attached to an illegal permanent becomes unattached from that permanent but remains in play. [CompRules 2005/10/01] + 420.5m - A non-Aura, non-Equipment permanent attached to another permanent becomes unattached from that permanent but remains in play. [CompRules 2005/10/01] + 420.5.Ruling.1 - Rule 420.5e used to have one of the legendary permanents remaining in play, but as of 2004/10/01 all of them are removed. [D'Angelo 2005/10/01] 421 - Handling "Infinite" Loops + 421.2 - If the loop contains one or more optional actions and one player controls them all, that player chooses a number. The loop is treated as repeating that many times or until another player intervenes, whichever comes first. [CompRules 2005/08/01] + 421.3 - If a loop contains optional actions controlled by two players and actions by both of those players are required to continue the loop, the first player (or the first involved player after the active player in turn order) chooses a number. The other player then has two choices. He or she can choose a lower number, in which case the loop continues that number of times plus whatever fraction is necessary for the active player to "have the last word." Or he or she can agree to the number the first player chose, in which case the loop continues that number of times plus whatever fraction is necessary for the second player to "have the last word." (Note that either fraction may be zero.) This sequence of choices is extended to all applicable players if there are more than two players involved. [CompRules 2005/10/01] Example: In a two-player game, one player controls a creature with the ability "{0}: [This creature] gains flying," and another player controls a permanent with the ability "{0}: Target creature loses flying." The "infinity rule" ensures that regardless of which player initiated the gain/lose flying ability, the nonactive player will always have the final choice and therefore be able to determine whether the creature has flying. (Note that this assumes that the first player attempted to give the creature flying at least once.) [CompRules 2005/08/01] + 421.5 - If the loop contains optional actions controlled by different players and these actions don't depend on one another, the active player chooses a number. In APNAP order, the nonactive players can each either agree to that number or choose a higher number. Note that this rule applies even if the actions could exist in separate loops rather than in a single loop. [CompRules 2005/08/01] 422 - Handling Illegal Actions + 422.1 - If a player realizes that he or she can't legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was playing a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities played while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn't reversed. Players may not reverse actions that moved cards to a library or from a library to any zone other than the stack. [CompRules 2005/10/01] 5 - Additional Rules ------------------------------------------------------------------------------ 500 - Legal Attacks and Blocks + 500.1 - Some effects restrict declaring attackers or blockers in combat or require certain creatures to be declared as attackers or blockers. (See Rule 308, "Declare Attackers Step," and Rule 309, "Declare Blockers Step.") A restriction is an effect that says a creature can't block (or attack) or that it can't block (or attack) unless some condition is met. A requirement is an effect which says that a creature must block (or attack) or that it must block (or attack) if some condition is met. [CompRules 2005/10/01] 501 - Evasion Abilities + 501.1 - Evasion abilities restrict what can block an attacking creature. These are static abilities that modify the declare blockers step of the combat phase. [CompRules 2005/08/01] + 501.2 - Evasion abilities are cumulative. [CompRules 2003/07/01] Example: A creature with flying and shadow can't be blocked by a creature with flying but without shadow. [CompRules 2005/08/01] + 501.3 - Some creatures have abilities that restrict how they can block. As with evasion abilities, these modify only the rules for the declare blockers step of the combat phase. (If a creature gains or loses an evasion ability after a legal block has been declared, it doesn't affect that block.) [CompRules 2005/08/01] 502.6 - Landwalk + 502.6b - Landwalk and snow-covered landwalk are evasion abilities. A creature with landwalk is unblockable as long as the defending player controls at least one land with the specified subtype and/or supertype. (See Rule 309, "Declare Blockers Step.") [CompRules 2005/08/01] + 502.6c - Snow-covered landwalk is a special type of landwalk. A creature with snow-covered landwalk is unblockable as long as the defending player controls at least one snow-covered land with the specified subtype. If a player is allowed to choose any landwalk ability, that player may choose a snow-covered landwalk ability. If an effect causes a permanent to lose all landwalk abilities, snow-covered landwalk abilities are removed as well. [CompRules 2004/10/01] 502.7 - Protection + 502.7c - A permanent with protection can't be enchanted by Auras that have the stated quality. Such Auras attached to the permanent with protection will be put into their owners' graveyards as a state-based effect. (See Rule 420, "State-Based Effects.") [CompRules 2005/08/01] + 502.7d - A permanent with protection can't be equipped by Equipment that have the stated quality. Such Equipment becomes unattached from that permanent, but remains in play. (See Rule 420, "State-Based Effects.") [CompRules 2005/10/01] 502.9 - Trample + 502.9b - The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. If all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among the blocking creatures and the defending player. When checking for assigned lethal damage, take into account damage already on the creature and damage from other creatures that will be assigned at the same time (see Rule 502.9e). The controller need not assign lethal damage to all blocking creatures but in that case can't assign any damage to the defending player. [CompRules 2005/10/01] 502.12 - Rampage + 502.12a - Rampage is a triggered ability. "Rampage N" means "Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first." (See Rule 309, "Declare Blockers Step.") [CompRules 2005/10/01] 502.13 - Cumulative Upkeep + 502.13a - Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, put an age counter on this permanent, then sacrifice this permanent unless you pay [cost] for each age counter on it." [CompRules 2004/10/01] 502.14 - Vigilance + 502.14a - Vigilance is a static ability that modifies the rules for the declare attackers step. [CompRules 2004/10/01] + 502.14b - Attacking doesn't cause creatures with vigilance to tap. (See Rule 308, "Declare Attackers Step.") [CompRules 2004/10/01] + 502.14c - Multiple instances of vigilance on the same creature are redundant. [CompRules 2004/10/01] 502.15 - Phasing + 502.15d - Permanents phasing in or out don't trigger any comes-into-play or leaves-play abilities, and effects that modify how a permanent comes into play are ignored. Abilities and effects that specifically mention phasing can modify or trigger on these events, however. (Because no player receives priority during the untap step, any abilities triggering off of the phasing event won't go onto the stack until the upkeep step begins.) [CompRules 2005/10/01] + 502.15h - Phased-out cards "remember" their past histories and will return to play in the same state. They "remember" any counters they had on them, any choices made when they first came into play, whether they were flipped when they left play, and whether they were tapped or untapped when they left play. They also "remember" who controlled them when they phased out, although they may phase in under the control of a different player if a control effect with limited duration has expired. [CompRules 2005/10/01] Example: Diseased Vermin reads, in part, "At the beginning of your upkeep, Diseased Vermin deals X damage to target opponent previously dealt damage by it, where X is the number of infection counters on it." If Diseased Vermin phases out, it "remembers" how many counters it has and also which opponents it has previously damaged. When it phases back in, it will still be able to target those opponents with its upkeep-triggered ability. [CompRules 2003/07/01] + 502.15i - When a permanent phases out, any Auras or Equipment attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An Aura or Equipment that phased out indirectly won't phase in by itself, but instead phases in along with the card it's attached to. [CompRules 2005/08/01] + 502.15j - If an Aura or Equipment phased out directly (rather than phasing out along with the permanent it's attached to), then it "remembers" the permanent it was attached to and returns to play attached to that permanent. If an Aura phases in and the permanent has left play or is no longer legal to enchant, the Aura returns to play and then is placed in its owner's graveyard. This is a state-based effect; see Rule 420. If an Equipment phases in and the permanent has left play or is no longer legal to equip, the Equipment returns to play and then stays in play, not equipping anything. This is a state-based effect; see Rule 420. [CompRules 2005/08/01] + 502.15k - Permanents that phase in keep the same timestamps (see Rule 418.5d and Rule 418.5e) they had when they phased out. This doesn't change the fact that the permanents phase in simultaneously, however. [CompRules 2004/10/01] + 502.15.Ruling.1 - Permanents phasing out used to trigger leaves-play abilities, but as of 2005/10/01 they no longer do. [D'Angelo 2005/10/10] 502.16 - Buyback + 502.16a - Buyback is a static ability of some instants and sorceries that functions while the spell is on the stack. "Buyback [cost]" means "You may pay an additional [cost] as you play this spell. If you do, put the spell into your hand instead of into your graveyard as it resolves." Paying a spell's buyback cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2004/10/01] 502.18 - Cycling + 502.18a - Cycling is an activated ability that functions only while the card with cycling is in a player's hand. "Cycling [cost]" means "[Cost], Discard this card: Draw a card." [CompRules 2004/10/01] + 502.18c - Landcycling is a variant of the cycling ability. "[Land type]cycling [cost]" means "[Cost], Discard this card: Search your library for a [land type] card, reveal it, and put it into your hand. Then shuffle your library." Any cards that trigger when a player cycles a card will trigger when a card's landcycling ability is played. Any effect that stops players from cycling cards will stop players from playing cards' landcycling abilities. [CompRules 2004/10/01] 502.20 - Fading + 502.20a - Fading is a keyword that represents two abilities. "Fading N" means "This permanent comes into play with N fade counters on it" and "At the beginning of your upkeep, remove a fade counter from this permanent. If you can't, sacrifice the permanent." [CompRules 2005/10/01] 502.21 - Kicker + 502.21a - Kicker is a static ability that functions while the spell is on the stack. "Kicker [cost]" means "You may pay an additional [cost] as you play this spell." The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]." Paying a spell's kicker cost(s) follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2004/10/01] 502.22 - Flashback + 502.22a - Flashback is a static ability of some instant and sorcery cards that functions while the card is in a player's graveyard. "Flashback [cost]" means "You may play this card from your graveyard by paying [cost] rather than paying its mana cost. If you do, remove this card from the game instead of putting it anywhere else any time it would leave the stack." Playing a spell using its flashback ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2004/10/01] 502.23 - Threshold + 502.23a - Threshold is a characteristic-setting ability, written "Threshold - [text]." It alters the rules text of the object it's on, based on a condition. The text can create any kind of ability. "Threshold - [text]" means "As long as you have seven or more cards in your graveyard, [this object] has '[text].'" [CompRules 2004/10/01] 502.24 - Madness + 502.24a - Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. "Madness [cost]" means "If a player would discard this card, that player discards it, but may remove it from the game instead of putting it into his or her graveyard" and "When this card is removed from the game this way, until that player passes next, the player may play it any time he or she could play an instant by paying [cost] rather than paying its mana cost. When the player passes next, he or she puts this card into his or her graveyard." [CompRules 2005/08/01] 502.26 - Morph + 502.26a - Morph is a static ability that functions in any zone from which you could play the card it's on, and the morph effect works any time the card is face down. "Morph [cost]" means "You may play this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and a mana cost of {0} by paying {3} rather than its mana cost." Any time you could play an instant, you may show all players the morph cost for any face-down permanent you control, pay that cost, then turn the permanent face up. This action does not use the stack. (See Rule 504, "Face-Down Spells and Permanents.") [CompRules 2004/10/01] 502.27 - Amplify + 502.27a - Amplify is a static ability. "Amplify N" means "As this object comes into play, reveal any number of cards from your hand that share a creature type with it. This permanent comes into play with N +1/+1 counters on it for each card revealed this way. You can't reveal this card or any other cards that are coming into play at the same time as this card." [CompRules 2005/10/01] 502.32 - Entwine + 502.32a - Entwine is a static ability that functions while the spell is on the stack. "Entwine [cost]" means "You may choose to use all modes of this spell instead of just one. If you do, you pay an additional [cost]." Using the entwine ability follows the rules for choosing modes and paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2004/10/01] + 502.32c - Each mode is considered a separate effect. [Barclay 2004/01/15] 502.33 - Equip + 502.33a - Equip is an activated ability of artifact Equipment cards. "Equip [cost]" means "[Cost]: Attach this Equipment to target creature you control. Play this ability only any time you could play a sorcery." [CompRules 2005/10/01] 502.34 - Imprint + 502.34a - Imprint is an activated or triggered ability, written "Imprint - [text]," where "[text]" is a triggered or activated ability. Cards that are in the removed-from-the-game zone because they were removed from the game by an imprint ability are imprinted on the source of that ability. [CompRules 2005/08/01] 502.35 - Modular + 502.35a - Modular represents both a static ability and a triggered ability. "Modular N" means "This permanent comes into play with N +1/+1 counters on it" and "When this permanent is put into a graveyard from play, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent." [CompRules 2005/10/01] + 502.35b - If a creature has multiple instances of modular, each one works separately. [CompRules 2004/02/01] 502.36 - Scry + 502.36a - Scry is a static ability that functions while a spell or ability is resolving. "Scry N" means "Look at the top N cards of your library. 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." [CompRules 2005/10/01] + 502.36b - If a spell or ability has multiple instances of scry, each one works separately. [CompRules 2004/06/01] 502.37 - Sunburst + 502.37a - Sunburst is a static ability that functions as an object is coming into play from the stack. "Sunburst" means "If this object is coming into play from the stack as a creature, it comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. If this object is coming into play from the stack and isn't coming into play as a creature, it comes into play with a charge counter on it for each color of mana used to pay its cost." [CompRules 2005/10/01] + 502.37b - Sunburst applies only as the spell is resolving and only if one or more colored mana was paid for its costs. Mana paid for additional or alternative costs applies. [CompRules 2004/06/01] + 502.37c - Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn't matter whether the ability is on a creature spell or on a noncreature spell. Example: The ability "Modular-Sunburst" means "This permanent comes into play with a +1/+1 counter on it for each color of mana used to pay its cost" and "When this permanent is put into a graveyard from play, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent." [CompRules 2004/06/01] + 502.37d - If an object has multiple instances of sunburst, each one works separately. [CompRules 2004/10/01] 502.38 - Bushido + 502.38a - Bushido is a triggered ability. "Bushido N" means "Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn." (See Rule 309, "Declare Blockers Step.") [CompRules 2005/10/01] + 502.38b - The bushido bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won't change the bonus. [CompRules 2004/10/01] + 502.38c - If a creature has multiple instances of bushido, each triggers separately. [CompRules 2004/10/01] 502.39 - Soulshift + 502.39a - Soulshift is a triggered ability. "Soulshift N" means "When this permanent is put into a graveyard from play, you may return target Spirit card with converted mana cost N or less from your graveyard to your hand." [CompRules 2005/10/01] + 502.39b - If a permanent has multiple instances of soulshift, each triggers separately. [CompRules 2004/10/01] 502.40. Splice + 502.40a - Splice is a static ability that functions while a card is in your hand. "Splice onto [type or subtype] [cost]" means "You may reveal this card from your hand as you play a [type or subtype] spell. If you do, copy this card's text box onto that spell and pay [cost] as an additional cost to play that spell." Paying a card's splice cost follows the rules for paying additional costs in rules 409.1b and 409.1f-h. [CompRules 2004/10/01] Example: Since the card with splice remains in the player's hand, it can later be played normally or spliced onto another spell. It can even be discarded to pay a "discard a card" cost of the spell it's spliced onto. [CompRules 2004/10/01] + 502.40b - You can't choose to use a splice ability if you can't make the required choices (targets, etc.) for that card's instructions. You can't splice any one card onto the same spell more than once. If you're splicing more than one card onto a spell, reveal them all at once and choose the order in which their instructions will be followed. The instructions on the main spell have to be followed first. [CompRules 2004/10/01] + 502.40c - The spell has the characteristics of the main spell, plus the text boxes of each of the spliced cards. The spell doesn't gain any other characteristics (name, mana cost, color, supertypes, types, subtypes, etc.) of the spliced cards. Text copied onto 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. [CompRules 2005/08/01] Example: Glacial Ray is a red card with splice onto Arcane that reads, "Glacial Ray deals 2 damage to target creature or player." 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. [CompRules 2005/08/01] + 502.40d - Choose targets for the added text normally (see Rule 409.1c). Note that a spell with one or more targets will be countered if all of its targets are illegal on resolution. [CompRules 2004/10/01] + 502.40e - The spell loses any splice changes once it leaves the stack (for example, when it's countered, it's removed from the game, or it resolves). [CompRules 2005/08/01] 502.41. Defender + 502.41a - Defender is a static ability. [CompRules 2004/10/01] + 502.41b - A creature with defender can't attack. [CompRules 2004/10/01] + 502.41c - Multiple instances of defender on the same creature are redundant. [CompRules 2004/10/01] 502.42 - Offering + 502.42a - Offering is a static ability of a card that functions in any zone from which the card can be played. "[Text] offering" means "You may play this card any time you could play an instant by sacrificing a [text] permanent. If you do, the total cost to play this card is reduced by the sacrificed permanent's mana cost." [CompRules 2005/02/01] + 502.42b - The permanent is sacrificed at the same time the spell is announced (see Rule 409.1a). The total cost of the spell is reduced by the sacrificed permanent's mana cost (see Rule 409.1f). [CompRules 2005/02/01] + 502.42c - Generic mana in the sacrificed permanent's mana cost reduces generic mana in the total cost to play the card with offering. Colored mana in the sacrificed permanent's mana cost reduces mana of the same color in the total cost to play the card with offering. Colored mana in the sacrificed permanent's mana cost that doesn't match colored mana in the colored mana cost of the card with offering, or is in excess of the card's colored mana cost, reduces that much generic mana in the total cost. [CompRules 2005/02/01] 502.43. Ninjutsu + 502.43a - Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player's hand. "Ninjutsu [cost]" means "[Cost], Reveal this card from your hand, Return an unblocked creature you control to its owner's hand: Put this card into play from your hand tapped and attacking." [CompRules 2005/02/01] + 502.43b - The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack. [CompRules 2005/02/01] + 502.43c - A ninjutsu ability may be played only while a creature in play is unblocked (see Rule 309.2f). The creature with ninjutsu is put into play unblocked. It will be attacking the sameplayer as the creature that was returned to its owner's hand. [CompRules 2005/10/01] 502.44 - Epic + 502.44a - Epic represents both a static ability and a delayed triggered ability. "Epic" means, "For the rest of the game, you can't play spells," and "At the beginning of each of your upkeeps, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy." See Rule 503.10. [CompRules 2005/10/01] + 502.44b - A player can't play spells once a spell with epic he or she controls resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack. [CompRules 2005/08/01] 502.45 - Enchant + 502.45a - Enchant is a static ability, written "Enchant [permanent or player]." The enchant ability restricts what an Aura spell can target and what an Aura can enchant. [CompRules 2005/08/01] + 502.45b - For more information on Auras, see Rule 212.4, "Enchantments." [CompRules 2005/08/01] + 502.45c - If an Aura has multiple instances of enchant, all of them apply. The Aura's target must follow the restrictions from all the instances of enchant. The Aura can enchant only permanents or players that match all of its enchant abilities. [CompRules 2005/08/01] + 502.45d - Auras with the "enchant player" ability can target and be attached to players. Such Auras can't target permanents and can't be attached to permanents. Rule 212.4d to Rule 212.4i apply to an Aura with enchant player in relation to players as they normally would for permanents. [CompRules 2005/08/01] 502.46 - Convoke + 502.46a - Convoke is a static ability that functions while the spell is on the stack. "Convoke" means "As an additional cost to play this spell, you may tap any number of untapped creatures you control. Each creature tapped this way reduces the cost to play this spell by {1} or by one mana of any of that creature's colors." Using the convoke ability follows the rules for paying additional costs in Rule 409.1b and Rule 4091f through Rule 409.1h. [CompRules 2005/10/01] Example: You play Guardian of Vitu-Ghazi, a spell with convoke that costs {6}{G}{W}. You announce that you're going to tap a colorless creature, a red creature, and a green-and-white creature to help pay for it. The colorless creature and the red creature each reduce the spell's cost by {1}. You choose whether the green-white creature reduces the spell's cost by {1}, {G}, or {W}. Then the creatures become tapped as you pay Guardian of Vitu-Ghazi's cost. [CompRules 2005/10/01] + 502.46b - Convoke can't reduce the cost to play a spell to less than 0. [CompRules 2005/10/01] + 502.46c - Multiple instances of convoke on the same spell are redundant. [CompRules 2005/10/01] 502.47 - Dredge + 502.47a - Dredge is a static ability that functions only while the card with dredge is in a player's graveyard. "Dredge N" means "As long as you have at least N cards in your library, if you would draw a card, you may instead put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand." [CompRules 2005/10/01] + 502.47b - A player with fewer cards in his or her library than the number required by a dredge ability can't put any of them into his or her graveyard this way. [CompRules 2005/10/01] 502.48 - Transmute + 502.48a - Transmute is an activated ability that functions only while the card with transmute is in a player's hand. "Transmute [cost]" means "[Cost], Discard this card: Search your library for a card with the same converted mana cost as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Play this ability only any time you could play a sorcery." [CompRules 2005/10/01] + 502.48b - Although the transmute ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities. [CompRules 2005/10/01] 502.49 - Substance + 502.49a - Substance is a static ability with no effect. [CompRules 2005/10/01] 503 - Copying Objects + 503.2 - When copying an object, the copy acquires the copiable values of the original object's characteristics (name, mana cost, color, type, supertype, subtype, expansion symbol, rules text, power, and toughness) and, for an object on the stack, choices made when playing it (mode, targets, the value of X, whether a kicker cost was paid, how it will affect multiple targets, and so on). The "copiable values" are the values that are printed on the object, as modified by other copy effects, plus any values set for face-down spells or permanents and any values set by "comes into play as" abilities. Other effects (including type-changing effects) and counters are not copied. [CompRules 2005/10/01] Example: Chimeric Staff is an artifact that reads "{X}: Chimeric Staff becomes an X/X artifact creature until end of turn." Clone is a creature that reads, "As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature." After a Staff has become a 5/5 artifact creature, a Clone comes into play as a copy of it. The Clone is an artifact, not a 5/5 artifact creature. (The copy has the Staff's ability, however, and will become a creature if that ability is activated.) [CompRules 2003/07/01] + 503.10 - To copy a spell means to put a copy of the spell onto the stack; a copy of a spell isn't "played." In addition to copying the characteristics of the spell, all decisions made when the spell was played are copied. These include mode, targets, the value of X, and optional additional costs such as buyback. (See Rule 409, "Playing Spells and Activated Abilities.") Choices that are normally made on resolution are not copied. A copy of a spell is controlled by the player who put it on the stack. A copy of a spell is itself a spell, but it has no spell card associated with it. It works just like a normal spell: it can be countered or it can resolve, and it uses the same timing rules as normal spells. [CompRules 2005/08/01] Example: A player plays Fork, targeting an Emerald Charm. Fork reads, "Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork's color and you may choose new targets for the copy." Emerald Charm reads, "Choose one - Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn." When the Fork resolves, it puts a copy of the Emerald Charm on the stack. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets. [CompRules 2005/08/01] + 503.10a - A copy of a spell in a zone other than the stack ceases to exist. A copy of a card in any zone other than the stack or the in-play zone ceases to exist. This is a state-based effect. See Rule 420. [CompRules 2005/08/01] 504 - Face-Down Spells and Permanents + 504.3 - At any time, you may look at a face-down spell you control on the stack, a face-down permanent you control, or a face-down card in the phased-out zone you controlled when it phased out. You can't look at face-down cards in any other zone, face-down spells or permanents controlled by another player, or face-down cards in the phased-out zone last controlled by another player. The ability or rules that allow a permanent to be face down may also allow the permanent's controller to turn it face up. Spells normally can't be turned face up. [CompRules 2005/08/01] 505 - Split Cards + 505.6 - Effects that ask if a split card's characteristic (in any zone other than the stack) matches a given value get only one answer. This answer is "yes" if either side of the split card matches the given value. [CompRules 2003/07/01] Example: Void reads, "Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards all nonland cards with converted mana cost equal to the number." If a player plays Void and chooses 1 or 4, his or her opponent would discard Assault (Assault/Battery). If the player chooses 5, Assault/Battery would be unaffected, because neither half has a converted mana cost of 5. [CompRules 2004/10/01] 506 - Subgames + 506.1 - Some cards allow players to play a Magic subgame. A "subgame" is the game created by the card's effect. The "main game" is the game in which the spell or ability that created the subgame was played. The main game is suspended while the subgame is in progress. It resumes when the subgame ends. [CompRules 2005/02/01] + 506.5 - 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. [CompRules 2005/08/01] + 506.6 - At the end of a subgame, each player puts all objects he or she owns that were brought into the subgame into his or her library in the main game, then shuffles that library. Cards removed from the game in the subgame are not put into the player's main-game library. Instead they remain removed from the game in the main game. [CompRules 2005/08/01] Example: 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's main-game library when the subgame ends. [CompRules 2003/07/01] 507 - Controlling Another Player's Turn + 507.3a - The controller of another player's turn can use only that player's resources (cards, mana, and so on) to pay costs for that player. [CompRules 2003/10/01] Example: If the controller of the turn decides that the player will play a spell with an additional cost of discarding cards, the cards are discarded from the player's hand. [CompRules 2004/10/01] + 507.3b - The controller of another player's turn can't make that player concede. A player may concede the game at any time, even if his or her turn is controlled by another player. See Rule 102.3a. [CompRules 2005/08/01] 508 - Flip Cards + 508.1 - 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's normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic: The Gathering card back. [CompRules 2005/02/01] + 508.1a - The top half of a flip card contains the card's normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to "flip" if certain conditions are met. [CompRules 2004/10/01] + 508.1b - 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 in play and only if the permanent has been flipped. [CompRules 2004/10/01] + 508.1c - A flip card's color, mana cost, expansion symbol, illustration credit, and legal text don't change if the permanent has been flipped. Also, any changes to it by external effects will still apply. [CompRules 2004/10/01] + 508.2 - In every zone other than the in-play zone, and also in the in-play zone before the permanent flips, a flip card has only the normal characteristics of the permanent. Once the flip permanent in the in-play zone has been flipped, the normal name, text box, type line, power, and toughness of the flip permanent don't apply and the alternative versions of those characteristics apply instead. [CompRules 2005/02/01] Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says "search for library for a legendary card" can't find this flip card. An effect that says "legendary creatures get +2/+2" doesn't affect Akki Lavarunner, but it does affect Tok-Tok. [CompRules 2005/02/01] + 508.3 - If you control a flip permanent, you must ensure that it's clear at all times whether the permanent has flipped or not, both when it's untapped and when it's tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects. [CompRules 2004/10/01] + 508.4 - Flipping a permanent is a one-way process. Once a permanent has been flipped, it's impossible to flip the permanent back again. However, if a flipped permanent leaves play, it forgets its previous existence. [CompRules 2005/08/01] 509 - Ending the Turn + 509.1 - One card (Time Stop) ends the turn when it resolves. 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 413, "Resolving Spells and Abilities"). [CompRules 2005/08/01] + 509.1a - Remove every object on the stack from the game. Remove all attacking and blocking creatures, if any, from combat. All objects not in play or on the stack that aren't represented by cards will cease to exist the next time state-based effects are checked (see Rule 420, "State-Based Effects). [CompRules 2004/10/01] + 509.1b - Check state-based effects. No player gets priority, and no triggered abilities are put onto the stack. [CompRules 2004/10/01] + 509.1c - The current phase and/or step ends. The game skips straight to the cleanup step. Skip any phases or steps between this phase or step and the cleanup step. [CompRules 2004/10/01] + 509.2 - No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered between the spell or ability resolving and the cleanup step ending, there's a chance to play spells and abilities in the cleanup step. Then there will be another cleanup step before the turn finally ends (see Rule 314.3). [CompRules 2005/08/01] + 509.3 - Even though the turn ends, "at end of turn" triggered abilities don't trigger because the end of turn step is skipped. [CompRules 2004/10/01] + 509.Ruling.1 - Note that all of this applies when Time Stop resolves, not when it is played (announced and placed on the stack). [D'Angelo 2005/10/01] 6 - Multiplayer Rules ------------------------------------------------------------------------------ 600 - General + 600.1 - 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. [CompRules 2005/08/01] + 600.2 - 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. [CompRules 2005/08/01] + 600.3 - Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering DCI Floor Rules for more information. They can be found at www.wizards.com/default.asp?x=dci/doccenter/home. [CompRules 2005/10/01] + 600.4 - Unlike two-player games, multiplayer games can continue after one or more players have left the game. [CompRules 2005/08/01] + 600.4a - When a player leaves the game, all objects (see Rule 200.8) owned by that player leave the game, all spells and abilities controlled by that player on the stack cease to exist, and any change-of-control effects which give that player control of any objects end. Then, if there are any objects still controlled by that player, those objects leave the game. This is not a state-based effect. It happens as soon as the player leaves the game. A player leaving the game doesn't affect combat damage on the stack. [CompRules 2005/08/01] Example: Alex plays Control Magic, an Aura that reads, "You control enchanted creature," on Bianca's Wall of Wood. If Alex leaves the game, so does Control Magic, and Wall of Wood reverts to Bianca's control. If, instead, Bianca leaves the game, so does Wall of Wood, and Control Magic is put into Alex's graveyard. [CompRules 2005/08/01] Example: Alex plays Threaten, which reads, in part, "Untap target creature and gain control of it until end of turn," targeting Bianca's Wall of Wood. If Alex leaves the game, Threaten's change-of-control effect ends and Wall of Wood reverts to Bianca's control. [CompRules 2005/08/01] Example: Alex plays Bribery, which reads, "Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library," targeting Bianca. Alex puts Wall of Wood into play from Bianca's library. If Alex leaves the game, Wall of Wood leaves the game. If, instead, Bianca leaves the game, Wall of Wood still leaves the game. [CompRules 2005/08/01] Example: Alex controls Genesis Chamber, which reads, "Whenever a nontoken creature comes into play, if Genesis Chamber is untapped, that creature's controller puts a 1/1 Myr artifact creature token into play." If Alex leaves the game, all Myr tokens created by Genesis Chamber while it was under Alex's control leave the game as well because Alex owns the tokens. [CompRules 2005/08/01] + 600.4b - If an object would change to the control of a player who has left the game, that object's control remains unchanged. If a token would be put into play under the control of a player who has left the game, no token is created. [CompRules 2005/08/01] + 600.4c - If an object owned by a player who has left the game would be put into any zone, it leaves the game instead. (This includes abilities that would be put onto the stack.) [CompRules 2005/08/01] Example: Astral Slide is an enchantment that reads, "Whenever a player cycles a card, you may remove target creature from the game. If you do, return that creature to play under its owner's control at end of turn." During Alex's turn, Bianca uses Astral Slide's ability to remove Alex's Hypnotic Specter from the game. Before the end of that turn, Bianca leaves the game. At end of turn, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to play triggers, but it leaves the game rather than being put on the stack. Hypnotic Specter never returns to play. [CompRules 2005/08/01] + 600.4d - If an object requires a player who has left the game to make a choice, 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. [CompRules 2005/08/01] 601 - Limited Range of Influence Option + 601.1 - Limited range of influence is an option that can be applied to most multiplayer games. It's always used in the Emperor variant (see Rule 607), and it's often used for games involving five or more players. [CompRules 2005/08/01] + 601.2 - A player's 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's range of influence. Objects controlled by players within a player's range of influence are also within that player's range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, and making choices. [CompRules 2005/08/01] + 601.2a - The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence. [CompRules 2005/08/01] Example: A range of influence of 1 means that only you and the players seated directly next to you are within your range of influence. [CompRules 2005/08/01] Example: 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. [CompRules 2005/08/01] + 601.2b - A player is always within his or her own range of influence. [CompRules 2005/08/01] + 601.2c - The particular players within each player's range of influence are determined as each turn begins. [CompRules 2005/08/01] Example: 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's range of influence. If Rob leaves the game, Carissa will enter Alex's range of influence at the start of the next turn. [CompRules 2005/08/01] + 601.2d - An object is within a player's range of influence if it's controlled by that player or by another player within that many seats of that player. [CompRules 2005/08/01] + 601.3 - Creatures can attack only opponents within their controller's range of influence. If no opponents are within a player's range of influence, creatures that player controls can't attack. [CompRules 2005/08/01] + 601.4 - Objects and players outside a player's range of influence can't be the targets of spells or abilities that player controls. [CompRules 2005/08/01] + 601.5 - Some cards require players to make choices. These cards work differently when the limited range of influence option is used. [CompRules 2005/08/01] + 601.5a - If a player is asked to choose an object or player, he or she must choose one within his or her range of influence. [CompRules 2005/08/01] Example: 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, "Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent's choice," targeting Rob and choosing Rob as the opponent who picks the other target. Rob must choose a target that's 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. [CompRules 2005/08/01] + 601.5b - If a player is asked to choose between one or more options (and not between one or more objects or players), he or she can choose between those options even if those options refer to objects or players outside the player's range of influence. [CompRules 2005/08/01] Example: Alex, who has a range of influence of 2, is seated to the left of Rob, and Carissa, who has range of influence of 1, is seated to the right of Rob. Alex plays a card that reads, "An opponent chooses one - You draw 2 cards; or each creature you control gets +2/+2 until end of turn," and chooses Carissa to make that choice. Carissa can choose the mode even though Alex is out of her range. [CompRules 2005/08/01] + 601.5c - If an effect requires a choice and there's no player who can make that choice within its controller's range of influence, the closest appropriate player to its controller's left makes that choice. [CompRules 2005/08/01] Example: In an Emperor game in which all players have range of influence 1, an emperor plays Fact or Fiction, which reads, "Reveal 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." Since no opponent is within the emperor's range of influence, the nearest opponent to the emperor's left separates the cards into piles. [CompRules 2005/10/01] + 601.6 - A player can't play the activated abilities of an object outside of his or her range of influence. [CompRules 2005/08/01] + 601.7 - A triggered ability doesn't trigger unless its trigger event happens entirely within the range of influence of its source's controller. [CompRules 2005/08/01] Example: In a game with range of influence limited to 1, Alex is seated to the left of Rob. Rob controls two Auras attached to Alex's Grizzly Bears: One with the trigger condition "Whenever enchanted creature becomes blocked," and one with the trigger condition "Whenever enchanted creature becomes blocked by a creature." Alex's Grizzly Bears attacks the player to Alex's left and becomes blocked. The ability of Rob's first Aura triggers because the entire event (Grizzly Bears becomes blocked) happens within Rob's range of influence. The ability of Rob's second Aura doesn't trigger, however, because that event includes the blocking creature, which is out of Rob's range. [CompRules 2005/08/01] + 601.7a - If a trigger event includes an object moving out of or into a player's range of influence, use the game state before or after the event as appropriate to determine whether the triggered ability will trigger. See Rule 410.10. [CompRules 2005/08/01] Example: Carissa and Alex are outside each other's range of influence. Carissa controls a creature owned by Alex and they each control a Soul Net, an artifact which reads, "Whenever a creature is put into a graveyard from play, you may pay {1}. If you do, you gain 1 life." The creature is destroyed and is put into Alex's graveyard. Alex's Soul Net doesn't trigger because the destruction event was outside Alex's range of influence. Carissa's Soul Net does trigger, even though the creature is going to a graveyard outside her range, because the destruction event was within her range. [CompRules 2005/08/01] + 601.8 - An Aura can't enchant an object outside its controller's range of influence. If an Aura is attached to an illegal permanent, the Aura is put into its owner's graveyard as a state-based effect. See Rule 420. [CompRules 2005/08/01] + 601.9 - An Equipment can't equip an object outside its controller's range of influence. If an Equipment is attached to an illegal permanent, it becomes unattached from that permanent but remains in play. This is a state-based effect. See Rule 420. [CompRules 2005/08/01] + 601.10 - Spells and abilities can't affect objects or players outside their controller's 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. [CompRules 2005/08/01] Example: In a six-player game where each player has range of influence 1, Alex plays Pyroclasm, which reads, "Pyroclasm deals 2 damage to each creature." Pyroclasm deals 2 damage to each creature controlled by Alex, the player to Alex's left, and the player to Alex's right. No other creatures are dealt damage. [CompRules 2005/08/01] + 601.11 - If a spell or ability requires information from the game, it gets only information from within its controller's range of influence. It doesn't see objects or events outside its controller's range of influence. [CompRules 2005/08/01] Example: In a six-player game where each player has range of influence 1, Alex controls Coat of Arms, which reads, "Each creature gets +1/+1 for each other creature in play that shares a creature type with it." Coat of Arms will boost Alex's creatures based only on what creatures are controlled by Alex, the player to Alex's left, and the player to Alex's right. It won't take other creatures into account. [CompRules 2005/08/01] Example: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Rob's creatures based only on what creatures are controlled by Rob and Alex. They are the only two players within range of both Rob and the controller of Coat of Arms. [CompRules 2005/08/01] + 601.12 - The "legend rule" (see Rule 420.5e) applies to a permanent only if other legendary permanents with the same name are within its controller's range of influence. [CompRules 2005/08/01] Example: Alex has range of influence 1, and Carissa has range of influence 2. Rob sits between them. If Alex controls a legendary permanent and Carissa puts a legendary permanent with the same name into play, only the one controlled by Carissa will be put into a graveyard. [CompRules 2005/08/01] + 601.13 - The "world rule" (see Rule 420.5i) applies to a permanent only if other world permanents are within its controller's range of influence. [CompRules 2005/08/01] + 601.14 - 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't be carried out, in which case the player simply ignores the impossible instructions. See Rule 419, "Replacement and Prevention Effects." [CompRules 2005/08/01] + 601.14a - If a replacement effect tries to cause a spell or ability to affect an object or player outside its controller's range of influence, that portion of the event does nothing. [CompRules 2005/08/01] Example: Alex plays Lava Axe ("Lava Axe deals 5 damage to target player") targeting Rob. In response, Rob plays Captain's Maneuver ("The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead.") with X = 3, targeting Carissa. Carissa isn't in Alex's range of influence. When Lava Axe resolves, it deals only 2 damage to Rob and no damage to Carissa. [CompRules 2005/08/01] + 601.14b - If an effect from 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's controller's range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a creature or player, it can affect only creatures and players within the spell or ability's controller's range of influence. [CompRules 2005/08/01] Example: Rob is within Alex's range of influence, but Carissa is not. Alex controls an enchantment that says, "Prevent all damage that would be dealt by creatures." Carissa attacks Rob with a creature. The creature deals combat damage to Rob. [CompRules 2005/08/01] Example: Rob is within Alex's range of influence, but Carissa is not. Alex plays Lightning Blast ("Lightning Blast deals 4 damage to target creature or player") targeting Rob. In response, Carissa plays Honorable Passage ("The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals damage equal to the damage prevented this way to the source's controller.") targeting Rob. The damage to Rob is pr