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Section II: Expanding Your Knowledge

Color
Every card in Magic has a color definition which describes it as being one, many, or none of the five colors: white, blue, black, red, and green. A card with more than one color is called multicolored; a card with no colors is called colorless. A card's basic color is defined by the colored mana symbols in its casting cost. Lands, which don't have casting costs, are considered colorless, as are artifacts that don't have colored mana symbols in their casting costs. Any effect that changes a card's color replaces the old color definition with a new one.

EXAMPLE

More on Creatures
A creature's most important feature is its power and toughness rating. If an effect causes a creature's power to drop to less than 0, consider the power 0 for all purposes except that of raising or lowering it (see "New Math"). Whenever a creature's toughness is reduced, check to see whether its accumulated damage for the turn equals or exceeds its new toughness; if so, the creature dies. Thus, if a creature's toughness drops to less than 1, it dies automatically. Note that regenerating a creature with a toughness of 0 or less is generally pointless, as its toughness will probably still be 0 or less after it regenerates, so it will just be destroyed again.

If you haven't had control of a creature since the start of your most recent turn (counting the current one), you can't use any of its abilities with in the activation cost, and you can't attack with it. This is called summoning sickness, as it normally applies to a creature you've just summoned, but it applies to all of your creatures.

EXAMPLE

Some effects search for creatures of a given type, just as with lands. A creature's type isn't defined by its name, but by its card type, and sometimes by its card text. On the Hurloon Minotaur, for example, having "Summon Minotaur" as its card type indicates that the creature type is Minotaur. Artifact creature spells don't have a default creature type.

Plurality and gender aren't important when checking for a creature type match.

Advanced Creature Abilities
Banding: Banding is an ability with two distinct features. The first allows you to group creatures so that they can attack your opponent with their combined power. The second gives you control over the distribution of combat damage.

An attacking band can contain any number of creatures with banding and up to one creature without it. Once a band's been formed, the creatures within the band attack as a group. Creatures in the band keep their special abilities but don't share them with the others in the band. Once you've finished declaring attackers, you can't choose to form any new bands or break up existing ones. Creatures with banding aren't required to be part of a band when they attack.

EXAMPLE

Any creature assigned to block one member of a band automatically blocks the other members as well. In other words, the defending player has to either block the creatures as a group or let them all through.

Creatures don't form bands when blocking; they have to block individually. For example, if a single Scryb Sprites (1/1, flying) attacks you, your Mesa Pegasus doesn't allow your creatures without flying to be assigned to block the Sprites.

The second feature of banding applies only during the damage-dealing step. If combat damage is assigned to a group of creatures that includes at least one creature with banding, whoever controls those creatures decides how the damage is assigned. Such a group is typically either an attacking band or a group of creatures that blocked the same attacker and happened to include at least one creature with banding.

EXAMPLE

Protection: A creature with protection is largely immune to spells, abilities, and permanents with a given characteristic (usually a certain color). This ability is written as "protection from [characteristic]," such as "protection from blue."

All forms of protection provide an equivalent set of abilities. For example, if a creature has protection from blue:

  • blue creatures can't be assigned to block it;
  • all damage dealt to it by blue sources is reduced to 0;
  • it can't be the target of blue spells, abilities, or enchantments.

Blue spells and abilities that don't target anything and don't deal damage are the only things that can get through this protection. Note, however, that creature abilities are active only while the creature is in play; therefore, a blue spell can target the card while it's being cast, in a graveyard, and so on. Finally, because the creature can't be the target of blue enchantments, if a blue enchantment ever does end up on the creature, the enchantment is buried (see "Enchantments").

Rampage: Creatures with rampage get bigger as more creatures are assigned to block them. Rampage always has a certain value, written as "Rampage X." If more than one creature is assigned to block an attacking creature with rampage X, that creature gets +X/+X until the end of the turn for each creature assigned to block it after the first.

More on Enchantments
Some local enchantments say to only play them, or not to play them, on a subclass of permanents. Such stipulations are part of the enchantment's targeting requirement, so the enchantment will be buried if they're not followed.

Ownership
Each player owns the cards he or she starts the game with. Whenever a card is sent to anyone's hand, library, or graveyard, it's sent to its owner's. Ownership of a card changes only when specifically indicated on a card. Changing control of a permanent doesn't change who owns it.

Tokens
Certain effects put tokens into play. Tokens represent artifacts, creatures, and so on, and their characteristics are defined by the effects that create them. They can be cards, coins, or anything else; if possible, use something that reminds you what the token represents.

Tokens are treated like any other permanent, except that they aren't cards. A token's basic color definition is provided by the text of the effect that produced it, not by that effect's color. Since tokens were never spells, their total casting cost is 0. If a token enters play as a creature, its creature type is the same as its name as well as any described in the text of that effect. Each token is owned, and initially controlled, by the controller of the effect that generated it. If a token leaves play, it's permanently removed from the game.

Counters
Some effects instruct players to add counters to certain permanents. Whenever this happens, simply put the specified number of counters on the card. Coins, beads, or anything else that's handy can be used as counters.

Counters generally serve one of two functions. First, they can be used to mark long-term changes to a permanent, such as giving a creature +1/+1 permanently. In this case, a single counter is placed on the card to remind the players of the change to that permanent. Second, counters are often used to mark how often an ability may be used. For instance, a card might build up counters of a certain type and then spend them on an ability.

Counters that have the same name are considered interchangeable. For example, all effects that give a player poison counters say that a player with ten or more poison counters loses the game. Because these counters are called the same thing, their source isn't important when checking whether a player loses. Also, all poison counters are considered the same for purposes of an effect that removes them.

Note that counters aren't tokens, and tokens aren't counters. Tokens are permanents, while counters are used as markers or reminders that a permanent does something special.

Sacrifices
To sacrifice a permanent is to put it into its owner's graveyard. Nothing can prevent this; for example, a sacrificed creature can't be regenerated. Sacrifices are typically called for as part of the cost of playing a spell or ability but will occasionally be called for by an effect or as a penalty for doing something. Sacrificing something as a cost follows the normal rules for costs; for example, countering a spell won't recover anything sacrificed to it. You can sacrifice only permanents you control; whether you own them is irrelevant. Abilities that trigger when certain permanents are put into a graveyard from play trigger, as appropriate, when a permanent is sacrificed (see "Triggered Abilities").

Resolving Effects
Characteristics of anything other than the source of an effect aren't determined until the effect begins resolving. Only the current characteristics of something are relevant; for example, effects that depend on a creature's power rely on its current power, not its base power. Thus, changing the characteristics of something in response to a spell or ability can change the results of the effect.

EXAMPLE

Effects that search for everything with a certain characteristic (such as a color) find everything with that characteristic, even if it has a related characteristic as well (such as a second color). Conversely, effects that ignore everything with a certain characteristic don't care what other related characteristics something might have.

Effects that interact with players, the cards in your hand, your graveyard, and so on state so explicitly; otherwise, effects interact only with permanents.

If the source of an effect leaves play, any effect that depends on the source being in a certain state, such as tapped or under your control, end. If a permanent leaves play, all effects that applied to it end with respect to that permanent.

If an effect lasts only as long as a certain condition is met, and that condition is no longer met when the effect resolves, the effect ends as soon as it begins. If an effect has some additional effect when a certain condition is met, and that condition has been met by the time the effect resolves, the additional effect also occurs.

EXAMPLE

If a card instructs you to do something, you're forced to do it only if you have the resources available (such as mana in your mana pool, untapped creatures, and so on).

Each new effect that resolves is applied after any existing effects. Thus, it's possible for one effect to override another. If an effect gives a creature flying and a later effect removes flying from it, for instance, the result is a creature without flying. The result of a continuous effect is not necessarily final when the effect is first applied to a card, permanent, and so on; if one continuous effect ends, later effects are reevaluated.

EXAMPLE

Giving a permanent an ability it already has often accomplishes nothing, as most abilities are redundant. An effect that causes the permanent to lose the duplicated ability will still cause it to lose the ability entirely, not just the most recent instance of the ability.

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Effects are always applied to permanents, players, and so forth in the order in which those effects resolve. Permanents are therefore considered to have been in play before any other effects resolved. For example, an enchantment that says all creatures lose flying will apply to creatures that enter play after the enchantment.

Paying Costs
All spells have a casting cost, even if it's . Look in the upper right corner of the card to determine a spell's casting cost. (Costs described in the spell's text don't count as part of the casting cost.) Each represents a variable amount of mana. While the spell is being cast, X is the amount of mana that was spent on it when the spell was played; at all other times, X is 0. The total casting cost of a spell is the total amount of mana paid, ignoring the color(s) specified in the casting cost.

You must have all the necessary resources available to pay a cost; for example, you tap lands for mana before playing a spell, not while you're playing it. Some abilities require additional mana to be paid to play a spell. This one-time "fee" is immediate and doesn't affect the spell's casting cost. In the same way, abilities that say a spell costs less to cast don't change a spell's casting cost but instead pay for some of that cost.

EXAMPLE

Many abilities also have costs to use. Typically these abilities are written in a "cost: effect" format, where "cost" is the activation cost of the ability. The activation cost is normally some amount of mana and/or the symbol but might have other components, such as paying life or removing counters from the permanent. If you want to generate an ability's effect more than once, you'll have to play the ability that many times, paying for the effect once each time.

Nothing can stop a cost from being paid, and you can't play abilities that might do so. For example, a sacrificed creature is put into its owner's graveyard without giving anyone the chance to play abilities such as regeneration.

More on Targeting
A targeted spell or ability can't be played on an illegal target, which means that you can't play a spell or ability on an illegal target and later adjust either so that the match is valid. If a spell or ability targets more than one thing, you can't choose the same thing as more than one target.

A target of an effect might have disappeared or become illegal by the time the effect resolves. In this case, the effect fizzles with respect to that target. If the effect has multiple targets, it fizzles or succeeds against each of them separately. If an effect fizzles with respect to all of its targets, any nontargeted parts of the effect are ignored.

EXAMPLE

Once a spell or ability has been played, its targets are not checked again until the effect resolves. If an effect resolves successfully, it does its best to apply itself to the target for the stated duration, even if the target becomes illegal at some point. Making the target illegal does not end the effect prematurely. (See "Enchantments" for the exception to this rule.)

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Certain permanents target something when the permanent itself is played rather than when its abilities are played. Such targets must be chosen when the permanent is played, just like the target for any other spell. Once the target's selected, it can't be changed at any point.

Timing
Timing systems serve two purposes: they dictate when cards can be played, and they mediate when both players want to do something at the same time or each wants to see what the other does first. In Magic, mediation between players is fairly straightforward, so we'll touch on it first.

When both players want to do something, one of the players is given priority to do so. Typically this will be the active player, with some exceptions noted in the rules or the card text. The player with priority continues to play spells or abilities as long as she desires. When she's done, she yields priority to the other player, who then plays as many spells and abilities as he desires. Once that player yields priority, the chance to play spells and abilities has passed; for example, the first player can't reclaim priority just because the other player has yielded it.

The same rules apply when both players are required to do something. If a player is both required and allowed to do something at the same time, she can interchange doing something she's required to do and playing spells and abilities she wants to. A player is free to ignore instructions that can't be followed, such as to play a targeted effect when there are no valid targets for it, but she can't otherwise yield priority if she's required to do something.

Series and Batches
Two kinds of effects exist in Magic. The first are played in series, wherein each spell or ability resolves as soon as it's successfully cast. During a series of effects, one player plays all of his spells and abilities, followed by the other; as always, assume that the active player has priority unless otherwise noted. Spells and abilities that become legal can be played, though once the player who starts with priority is done, he doesn't get to play spells and abilities during the series again and ignores such effects that he'd otherwise be required to play. Only spells and abilities that are part of the series can be played, and each legal spell or ability can be played only once during the series, by any player. A typical example of a series of effects is that of spells and abilities played at the beginning of a phase.

The second kind of effects are played in batches, which can occur when the game is in a neutral state, in which both players have the chance to play effects of a certain type. Typical examples of a neutral state are when both players have the chance to play instants during a phase or to play interrupts during the casting of a spell or effect.

Each neutral state begins with one player having priority in playing spells or abilities; as always, this is the active player unless otherwise noted. That player can either play a spell or ability, and thus begin a batch of effects, or yield priority to his opponent. The opponent can then either begin a batch of effects or also yield priority. If both players yield priority to begin a batch, that chance to play effects passes; if both players decline to begin a batch of interrupts, for example, the spell being cast becomes successfully cast.

If either player begins a batch, both players have the chance to respond to the spell or ability that started the batch. If either player does respond, they can both respond to the second spell or ability, and so on. Whoever had priority to begin the batch of effects always has priority to respond in this way. Once both players yield priority in responding, the batch is complete and begins to resolve in last-in, first-out order; neither player can add another spell or ability to the batch at this point. Once the batch has finished resolving, the game is back to the neutral state.

EXAMPLE

A player can't yield priority during a series of effects or decline to begin a batch of effects if there are any spells or abilities he's is required to play. If he can't legally play such a spell or ability, it's ignored. Neutralizing the ability (by destroying the source or tapping an artifact source, for example) also removes the requirement to play it.

Interrupts
Playing a spell or ability isn't as simple as just paying the costs and making any required choices. Once the spell or ability has been played, it or its effect (as appropriate) is considered "being cast" and enters a neutral state from which batches of interrupts can be played. For purposes of playing interrupts, the controller of the spell or effect being interrupted, not necessarily the active player, has priority.

Any spell or effect other than mana sources can be interrupted. Interrupts can target only the spell or effect that they interrupt. Since all interrupts target a spell or effect, spells and abilities that interrupt another spell or effect can target only that spell or effect.

Some interrupts counter the targeted spell or effect. In this event, the spell or effect is canceled and, if a spell, put into its owner's graveyard. None of the costs paid for the spell or effect are recovered. Any remaining interrupts in the countering interrupt's batch fizzle when they resolve, as they're all targeting the spell or effect that's been countered and which is now an illegal target for interrupts, and the casting does not return to the neutral state.

EXAMPLE

If none of the interrupts played while a spell or effect is being cast counter it or if (as is normally the case) no interrupts are played at all, it's considered successfully cast. The spell or effect will then resolve at the appropriate time--when its turn comes up if it was part of a batch, immediately in most other cases.

Some spells that list "Interrupt" as their spell type can be used in several ways, some of which don't target spells or effects. As with any spell or ability that can be used in more than one way, the different ways of playing such spells are played at the appropriate times, rather than necessarily as interrupts.

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Mana Sources
You may play mana sources whenever you have priority to play any kind of spell or ability, including times such as the untap phase (when you have priority to play untap abilities) or the resolution of an effect (when you have priority to play specialized abilities; see "Specialized Abilities"). Thus, you can't use mana sources concurrently with some other event. For example, you can't use them while playing a spell (but you can do so beforehand), and you can't use them while destroying creatures that have lethal damage. You may play mana sources regardless of whether you intend to do anything with the resulting mana.

Mana sources are played, successfully cast, and resolved in one timing step; there's no opportunity to interrupt them, for example. Also, abilities that trigger on one of these events aren't played until after the mana source has resolved.

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Triggered Abilities
Some spells and abilities are played only after a certain type of event occurs, with the spell's or ability's text describing when it's appropriate to use. These are collectively called triggered abilities, as very few spells are used in this way. Triggered abilities wait for an appropriate event to occur and are then played after the timing step (spell or ability being played, effect resolution, and so on) during which the event occurred. Following each timing step, a series of all the abilities that triggered during the step is played, even if they triggered at different points in the timing step.

Most triggered abilities must be played; others are optional and typically have a cost. If you don't play a triggered ability during the appropriate series, it can't be played at all. Characteristics of a source are locked in when the ability triggers, not when the ability is played. Thus, once an ability triggers you can (and often must) play it regardless of what happens to the source later.

EXAMPLE

If damage is assigned and abilities are triggered during a timing step, triggered abilities are played before damage prevention begins. If the effect of a triggered ability assigns damage or triggers more abilities, those are handled before playing more triggered abilities from the original series.

Specialized Abilities
Some spells and abilities are played during a timing step rather than as part of a batch (as are instants) or after a timing step is over (as are triggered abilities). These spells and abilities are collectively called specialized abilities. While some of these spells and abilities fall into this category because they specify that they can be played during the timing step--for example, those which can be played only when attackers are declared--most replace one kind of event with another, such as replacing a card draw with some other effect, so are used just prior to the event that they replace.

Before each event, a series of specialized abilities is played. These follow the normal rules for series of effects except that if an ability is played to modify an event, the serial process starts again from scratch, with both players able to modify what the event has become. If an event does more than one thing, it's possible to replace just part of it with another effect.

EXAMPLE

Remember that triggered abilities are never played, and damage prevention never occurs, within a timing step. Therefore, if a specialized ability triggers another ability or causes damage, that effect is delayed until after the timing step during which the specialized ability was played.

Phase Structure
Each turn has six phases: untap, upkeep, draw, main, discard, and cleanup. Each phase serves a purpose, so they're never skipped just because a player expects nothing to happen. For details about how the phases differ, see "More on the Turn."

Fast effects may be played during each phase except untap and cleanup. Every phase goes through the same basic stages, however:

  1. Abilities that apply at the beginning of the phase are played as a series.
  2. The bulk of the phase. The phase begins in the "neutral state," with both players having the chance to play instants. If both players yield priority the chance to play instants is over; move on to the next step.
  3. Abilities that apply at the end of the phase are played as a series.
  4. Check all players for mana burn (see "Mana Burn").
  5. Check each player's life total. Each player whose life total is 0 or less at this point loses the game.

Some abilities are phrased as "During this phase, this happens" or "During this phase, you may do this." These are phase abilities, and they're played only during the appropriate phase, as instants, and only once during each such phase. Remember, a player can't decline to start a batch if there's an ability she's required to play unless it would be illegal. Also, destroying a permanent gets rid of its ability, and the abilities of a tapped artifact that doesn't count as a creature and/or land don't apply.

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At the beginning and end of each phase, spells and abilities that are played only at the beginning or end of that phase are played as a series. Effects that were delayed until this time are also played as part of the series.

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Some permanents have a cost paid during a certain phase. These phase costs are written much like phase abilities, typically as "During this phase, pay this or this happens," but occasionally as "During this phase, pay this. If you cannot, this happens." The former are optional, but if they're not paid, they have the listed consequences. The latter must be paid if you have the resources available, but you don't have to provide those resources.

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Each phase cost is played according to the rules for instants. When you play this "ability," you either pay the phase cost to play an effect that does nothing or pay nothing to play an effect that does whatever's listed as the penalty. You can't, for example, pay just part of the cost. You can't use any activated abilities of permanents with phase costs until the phase cost's effect has finished resolving, regardless of whether you paid the cost when you played the ability. As usual, if the source of a phase cost leaves play, you can't play that phase cost ability. Tapping an artifact, however, doesn't suppress its phase costs.

If a permanent has more than one phase cost that's paid at the beginning of, during, or at the end of a given phase, they combine into a single phase cost, which must be paid in full or carry all of the listed consequences. This cost is played at the latest time any of the individual costs would've been paid. If a permanent's current phase costs are paid and new phase costs appear at or before the time they would be paid, the new costs must still be paid as appropriate.

Damage Prevention
A damage-prevention step occurs after any timing step in which damage is assigned, typically the resolution of an effect or a damage-dealing step of combat. All damage assigned during a step is handled by the same damage-prevention step, even if the damage was assigned at different times. If a single source damaged a given creature or player more than once during a step, treat it as if it had assigned damage to that creature or player only once, for the total amount of damage.

EXAMPLE

At the beginning of damage prevention, abilities that automatically prevent damage or that otherwise trigger when damage is assigned are played as a series of triggered abilities.

Damage prevention begins in the "neutral state," with only fast effects that prevent or redirect damage being legal. At the end of damage prevention, abilities that automatically redirect damage are played as a series of effects, followed by all other abilities that trigger when damage is dealt. If any damage is generated or redirected at the end of damage prevention, it's all handled during a damage-prevention step following the current one. Deducting damage from players' life totals and destroying creatures with lethal damage happens as a single step just after the current damage-prevention step but before the next one.

If all damage assigned from a source to a creature or player is prevented, that source is no longer considered to be damaging that creature or player. For example, effects that trigger when the source deals damage wouldn't trigger on the damage just prevented. Redirecting damage from a creature or player prevents the damage to the old recipient and creates an identical amount and type of damage being dealt to the new one.

EXAMPLE

New damage generated within the context of a damage-prevention step is absorbed into the current damage-prevention step rather than starting a new one, with the exceptions noted above. As usual, the new damage triggers spells and abilities used only when damage is assigned, so it will be prevented automatically by appropriate effects.

Only spells and abilities that prevent or redirect damage may be used during damage prevention, and none of those spells or abilities may be used outside of damage prevention. Spells and abilities that coincidentally let a creature avoid or survive damage can't be played. Spells or abilities that can be played to do more than one thing follow the normal rules for such. For example, if such a spell or ability is played during damage prevention, it can be used only in ways legal during damage prevention.

EXAMPLE

More on the Turn
Fast effects are legal during every phase unless otherwise noted. A phase's special effects apply only to the active player.

Untap: No fast effects are allowed. As a phase ability, all your permanents untap simultaneously. Any choices you might be required to make about what to untap are made when you play the ability.

Upkeep: Most phase abilities and phase costs are played during this phase. Additionally, some permanents may have untap costs paid during or at the end of upkeep. Untap costs paid during upkeep are played as instants and may be played more than once each turn. Those paid at the end of upkeep are played as part of your "end of upkeep" series. As with phase costs, multiple untap costs are combined into a single cost, which is paid when the last of the individual costs would've been paid. Cards that have or provide untap costs also say that the permanent with the untap cost doesn't untap during the untap phase; this distinguishes them from fast effects that happen to untap something.

Draw: As a phase ability, draw a card. Each ability instructing you to draw additional cards is its own phase ability.

Main: You have three additional options whenever the main phase is in the neutral state. First, you may begin a batch of effects with a non­fast effect such as a sorcery instead of with a fast effect. Second, if you haven't played a land this turn, you may do so; the land comes into play, and the main phase returns to the neutral state. Finally, if you haven't attacked this turn, you may declare your intention to attack. If your opponent starts a batch of effects, the attack is aborted and you may later that turn again declare your intention to attack. If your opponent doesn't start a batch of effects, the attack begins. This is treated much like the end of a phase, so players take mana burn as appropriate, and their life totals are checked, before the attack begins. Once the attack is over, the main phase returns to the neutral state.

Discard: As an "end of discard" ability, if you have more than seven cards in your hand. discard down to seven.

Cleanup: No fast effects are allowed. As a phase ability, all damage dealt to permanents this turn wears off, as do all effects that last until end of turn. Once this phase effect resolves, "until end of turn" effects wear off as soon as they resolve, and damage that doesn't destroy a creature is ignored. All "at end of turn" abilities, and effects that happen then, are played as abilities that are played as a series at end of cleanup. This means that once the active player is done playing "at end of turn" effects, any new "at end of turn" effects he controls are ignored.

More on Combat
Once a creature has been declared as an attacker or blocker, it's attacking or blocking until end of combat, unless an effect changes this. A creature that's regenerated, whose controller changes, or that stops being a creature is removed from combat prematurely. Tapping or untapping a creature doesn't remove it from combat, and removing it from combat doesn't untap it.

Abilities that apply to combat damage apply only to damage assigned during the damage-dealing steps of combat, not to other damage that happens to be assigned during combat.

Step by Step
Declare Attackers: A creature can attack as long as it's untapped, doesn't have summoning sickness, and isn't a Wall. Attacking with a creature causes it to tap. Having a power of 0 or less doesn't prevent a creature from attacking; it just means the creature assigns no combat damage. If any of your creatures are required to attack, you must declare them as attackers before or at the same time as declaring any other attackers. Otherwise, you may decline to declare any attackers at all, although such a null attack still counts as your one attack for the turn.

Fast Effects before Blocking: There can be any number of batches of effects here. Note that once the attack begins, this is the first chance to play fast effects during combat.

Declare Blockers: The defending player can assign some, all, or none of her untapped creatures to block a single attacker each. If a creature is assigned to block a member of a band, it's considered to block the other member(s) of the band as well, but not to be assigned to block them. Once a creature is blocked, it remains blocked for the rest of the combat, even if all its blockers are removed or a blocking assignment somehow becomes illegal. Tapped creatures can't block.

All creatures required to block something must be assigned as blockers, if possible, before or at the same time as any other creatures are assigned to block. If a creature's required to block more creatures than is legally allowed (normally more than one), it blocks as many of those creatures as it can (again, normally one).

Evasion abilities, such as flying and landwalk, restrict the sort of creatures that can block an attacker. If a creature has multiple evasion abilities, a would-be blocker has to deal with all of them before it can be assigned to block the attacker. For example, a creature with both flying and islandwalk can't be blocked, even by creatures with flying, if the defending player controls any islands. Evasion abilities apply only during this step; thus, it's not possible to cancel a block by giving the attacker an evasion ability later in combat.

Fast Effects after Blocking: There can be any number of batches of effects here. Remember, destroying a blocker or otherwise removing it from combat doesn't cause whatever it blocked to become unblocked.

First-Strike Damage Dealing and Normal Damage Dealing: The two damage-dealing steps follow virtually the same rules. The only difference is who deals damage during each step: creatures with first strike during the first step, and creatures without first strike during the second.

All damage assigned during each step is dealt simultaneously, but the active player makes all choices of how to distribute damage first.

Attacking creatures that aren't blocked deal combat damage to the defending player. Attacking creatures that are blocked assign combat damage to their blockers. If all of a creature's blockers have disappeared, it doesn't deal combat damage at all unless it has trample.

Untapped blocking creatures deal combat damage to whatever they're blocking. A blocker that became tapped before its damage-dealing step (to pay for an ability, for example) doesn't deal combat damage.

If damage is being assigned to a group of creatures, the player assigning the damage decides how to distribute the damage among the group. The damage may be piled on one creature, distributed among all the creatures, or anything in between. A creature that can't receive damage can't have any damage assigned to it at all.

If any damage is assigned during either of these steps, the step is followed by damage prevention.

End of Combat: The end of combat is treated like the end of a phase. Spells and abilities played at end of combat, as well as effects delayed until then, are played as a series. Players are checked for mana burn, and then their life totals are checked. Assuming neither player loses the game at this point, the main phase resumes.

This Is Your Life
You begin the game with 20 life. If you drop to 0 or less life for any reason, you're treated as being at 0 life for all purposes except adjusting your life total. If your life total is 0 or less at the end of any phase or at the start or end of an attack, you lose the game. If your opponent is also at less than 1 life, the game is a draw. There's no limit to the amount of life you can have, but you can't spend more life than you currently have to pay for costs.

If you're instructed to lose some amount of life, simply deduct that amount from your life total; you can go to a negative life total in this way. It's not possible to prevent or redirect any loss of life that results from effects that flatly reduce your life total, because that's not considered damage. If an effect says to lose some fraction of your life and you're already at negative life, your life total doesn't change.

Mana Burn
The mana pool is a repository for mana. When you want to do something requiring mana, you draw mana from your mana sources and put it into your mana pool. You then take the mana out of your pool to pay for a spell or ability.

You can't store mana in your pool indefinitely, however. Whenever a player's life total is checked (at the end of a phase and at the start and end of an attack), she must first check to see if she has any mana left in her mana pool. Any player with mana in her pool at this point loses that mana and an equivalent amount of life. This is known as mana burn. As with other loss-of-life effects, mana burn can't be prevented or redirected.

Other Ways to Lose
In addition to losing because he runs out of life, a player loses if he has to draw a card from his library but can't because it has no cards. Also, certain cards will create a new losing condition for one or both players. If a player loses by means other than running out of life, he doesn't survive until the end of the phase; he loses immediately.

A player can concede the game at any time, in which case he loses immediately. Nothing can be done in response to this action; the game is simply over.

Drawing and Discarding
When you're instructed to draw a card, put the top card of your library into your hand. When you're instructed to discard a card, put a card from your hand onto the top of your graveyard. Abilities that trigger when a card is drawn or discarded or that modify how cards are drawn or discarded apply only when you're told specifically to draw or discard a card. If an effect simply moves a card from your library into your hand or from your hand into your graveyard, that isn't considered drawing or discarding a card.

New Math
The results of some effects depend on the characteristics of a card, permanent, or player, and specifically on the value of that characteristic. For example, the effect of a spell might depend on a creature's power, or only be usable when a player's life total is below a certain amount. If the value of that characteristic is less than 0, it is treated as 0 for all purposes except raising it above 0 again.

The value is also treated as 0 if the card, permanent, or player doesn't have a value for that characteristic. Lands and tokens, for example, don't have casting costs, so they're considered to have a total casting cost of 0.

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