This report of the differences between the latest and prior editions of the Magic Comprehensive Rules was created with the use of Beyond Compare. While I've made every effort to ensure the completeness and accuracy of this comparison, it is entirely possible that I've missed something. As I've included even the smallest of changes (removing a space or adding a comma), some of these differences might seem insignificant to the reader. Many minor grammatical changes were necessary to support multiplayer games; for example, references to "either player" or "both players" are typically changed to "any player" or "all players". Differences are shown as: Old text is listed first... <> New text is shown after... ----------------------------------------------------- In a few cases (e.g., 205.2c), text was removed and is shown here as: ----------------------------------------------------- Old +- ----------------------------------------------------- Text that was added is shown as: ----------------------------------------------------- -+ new text... ----------------------------------------------------- In a few cases, I've added notes below a difference, in parenthesees. The "Old" text comes from the Comp Rules dated February 1, 2005; the "New" text from the Comp Rules dated August 1, 2005. ----------------------------------------------------- -+ 6. Multiplayer Rules 600. General 601. Limited Range of Influence Option 602. Attack Multiple Players Option 603. Deploy Creatures Option 604. Attack Left and Attack Right Options 605. Free-for-All Variant 606. Two-Headed Giant Variant 607. Emperor Variant 608. Grand Melee Variant 609. Teams Variant ----------------------------------------------------- 100.1. These Magic rules assume a game between two players. Optional rules allow for more players but aren’t discussed here. These rules can be found at the Wizards of the Coast website at www.wizards.com/default.asp?x=magic/rules/multiplayer. <> 100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games. ----------------------------------------------------- -+ 100.1a A two-player game is a game that begins with only two players. ----------------------------------------------------- -+ 100.1b A multiplayer game is a game that begins with more than two players. See section 6, “Multiplayer Rules.” ----------------------------------------------------- 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, the other player may take any number of mulligans. A player can’t take any mulligans once he or she has decided to keep a hand. <> 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. ----------------------------------------------------- 101.5. Once both players are satisfied with their hands, the starting player takes his or her turn. The player who plays first skips the draw step (see rule 304, “Draw Step”) of his or her first turn. <> 101.5. Once all players are satisfied with their hands, the starting player takes his or her turn. ----------------------------------------------------- -+ 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. ----------------------------------------------------- -+ 101.5b In most multiplayer games, no player skips the draw step of his or her first turn. The Two-Headed Giant variant is the exception. See rule 606, “Two-Headed Giant Variant.” ----------------------------------------------------- *** Section 102, Winning and Losing, has been restructured. *** ----------------------------------------------------- 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, regardless of what other cards say (see rule 102.7). <> 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 102.3a). ----------------------------------------------------- 103.4. If both players would take an action at the same time, the active player (the player whose turn it is) makes any choices required, then the nonactive player makes any choices required, then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule. Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature he or she controls. Then the nonactive player chooses a creature he or she controls. Then both creatures are sacrificed simultaneously. <> 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. 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. ----------------------------------------------------- -+ 103.4a A player knows the choices made by the previous players when he or she makes his or her choice. ----------------------------------------------------- -+ 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. ----------------------------------------------------- 104.1. The Magic game uses only natural numbers. You may not 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. <> 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. ----------------------------------------------------- 200.3. A player is one of the two people in the game. A player’s opponent is the other player. The active player is the player whose turn it is. The other player is the nonactive player. <> 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. ----------------------------------------------------- -+ 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. ----------------------------------------------------- 200.9. If a spell or ability uses a type, supertype, or subtype without either the word “card,” “spell,” or “source,” it means a permanent of that type in play. <> 200.9. If a spell or ability uses a type or subtype without the word “card,” “spell,” or “source,” it means a permanent of that type in play. ----------------------------------------------------- 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. Characteristics don’t include any other information, such as whether a permanent is tapped, a spell’s target, an object’s owner or controller, what a local enchantment enchants, and so on. <> 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. ----------------------------------------------------- 203.1. The mana cost of a card is indicated by mana symbols printed on its upper right corner. Tokens and lands have a mana cost of {0} unless otherwise specified. Paying an object’s mana cost requires matching the color of any colored mana symbols as well as paying the generic mana cost indicated. <> 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. ----------------------------------------------------- -+ 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. ----------------------------------------------------- 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 is a generic mana cost—it may be paid with any combination of colored and/or colorless mana, regardless of the colors in the object’s mana cost. <> 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. ----------------------------------------------------- -+ 203.3a The converted mana cost of an object with no mana cost is 0. ----------------------------------------------------- 205.2b. Some objects can 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. <> 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. ----------------------------------------------------- 205.2c If an enchantment has the type line “Enchant [something],” the enchantment doesn’t have the “something” characteristic; it’s simply an identifier that defines what the enchantment can enchant. See rule 214.4, “Enchantments.” +- ----------------------------------------------------- 205.3d Most card types each have their own unique set of possible subtypes. However, instants and sorceries can share subtypes. Collectively, instant and sorcery subtypes are called spell types. <> 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. ----------------------------------------------------- 212.1c Some effects change an object’s type or subtype but specify that the object retains a prior type or subtype. In such cases, all the object’s prior types 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. <> 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. (Addition of the word 'supertype') ----------------------------------------------------- 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. <> 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 supertype changes, though, the new supertype replaces any existing supertypes. ----------------------------------------------------- 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 stops equipping that permanent, but remains in play. (This is a state-based effect. See rule 420.) <> 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.) ----------------------------------------------------- 212.4c A global enchantment has the word “enchantment” on its type line. Local enchantments use the word “enchant” on their type line, followed by an identifier that defines the characteristics of the permanent or player that it can enchant. If a local enchantment’s type line includes more than one word after “enchant,” the enchanted permanent or player must match each of those words. <> 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. ----------------------------------------------------- Example: An enchant artifact can enchant only artifact permanents. An enchant artifact creature can enchant only artifact creature permanents. An enchant player can enchant only a player. An enchant Swamp can enchant only a Swamp permanent. +- ----------------------------------------------------- 212.4d A local-enchantment spell requires a target whose properties are indicated by the enchantment’s type line. The local-enchantment permanent the spell puts into play can only enchant that type of permanent or player and comes into play attached to the permanent or player the spell targeted. Any additional restrictions on what it can enchant are indicated by phrases like “[This local enchantment] can enchant only a [permanent or player with specified properties].” These restrictions also limit what the local-enchantment spell can target. Similar restrictions can limit what a permanent can be enchanted by. <> 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”). Example: A permanent might have an ability that reads “[This permanent] can’t be enchanted by [local enchantments with specified properties].” These restrictions limit whether local-enchantment spells can target the permanent. ----------------------------------------------------- Example: An enchant creature spell requires a target creature; an enchant creature in play must enchant a creature. +- ----------------------------------------------------- 212.4e If a local enchantment 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 or player for it to enchant as it comes into play. In this case, the enchantment doesn’t target the permanent, but the player who is putting it into play still must choose a permanent or player that the enchantment can enchant. If no legal permanent or player is available, the enchantment remains in the zone from which it attempted to move instead of coming into play. The same rule applies to moving a local enchantment from one permanent to another or from one player to another. The permanent or player to which the enchantment is to be moved must be able to be enchanted by it. If it isn’t legal, the enchantment doesn’t move. <> 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. ----------------------------------------------------- 212.4f If a local enchantment is enchanting an illegal permanent or player, or the permanent or player it was attached to no longer exists, the enchantment is put into its owner’s graveyard. (This is a state-based effect. See rule 420.) <> 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.) ----------------------------------------------------- 212.4g A local enchantment can’t be attached to itself, and a local enchantment that’s also a creature can’t be attached to another object. If this occurs somehow, the local enchantment is put into its owner’s graveyard. (This is a state-based effect. See rule 420.) <> 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.) ----------------------------------------------------- 212.4h The permanent or player a local enchantment is attached to is called enchanted. The enchantment “enchants” or, in more casual terms, “is attached to” that permanent. <> 212.4h The permanent an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that permanent. ----------------------------------------------------- 212.4i A local enchantment’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 enchantment, and vice versa. Only the enchantment’s controller can play its abilities. However, if the enchantment adds an ability to the enchanted permanent (with “gains” or “has”), that enchanted permanent’s controller is the only one who can play that ability. <> 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. (enchantment is now Aura...) ----------------------------------------------------- -+ 213.1a An object with no mana cost can’t be played as a spell. ----------------------------------------------------- 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 creature type at the same time. 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. <> 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. (Fifth sentence reworded slightly.) ----------------------------------------------------- 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 will set 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. <> 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. ----------------------------------------------------- 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 both players. <> 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. ("both players" is now "all players") ----------------------------------------------------- 217.2c Any player may count the number of cards remaining in either player’s library at any time. <> 217.2c Any player may count the number of cards remaining in any player’s library at any time. ----------------------------------------------------- 217.2f If a spell or ability causes a card to be drawn during the announcement of another spell or ability, the drawn card is kept face down until that spell or ability becomes played. <> 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). ----------------------------------------------------- 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 local enchantments enchanting the other player’s permanents) are kept in front of him or her in the in-play zone. <> 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. (Aura replaces enchantment) ----------------------------------------------------- 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 either player. <> 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. ----------------------------------------------------- 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 is put on top of all objects already there. (See rule 408, “Timing of Spells and Abilities.”) <> 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.”) ("it is" <> "it's") ----------------------------------------------------- 217.6d When both players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when both players pass, the current step or phase ends and the next begins. <> 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. ----------------------------------------------------- 217.7b Cards in the removed-from-the-game zone are kept face up and may be examined by either player at any time. Cards “removed from the game face down” can’t be examined by either player except when instructions allow it. <> 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. ----------------------------------------------------- 217.8. Phased-Out <> 217.8. Phased Out ----------------------------------------------------- 217.8b Face-up objects in the phased-out zone may be examined by either 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.”) <> 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.”) ----------------------------------------------------- 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 local enchantments or Equipment that were attached to those tokens remain phased out for the rest of the game. <> 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. ----------------------------------------------------- 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 either player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone. <> 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. ----------------------------------------------------- 300.2. A phase or step ends when the stack is empty and both 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; both players have to pass with the stack empty. Because of this, each player always gets a chance to add new things to the stack before the current phase or step ends. <> 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. ----------------------------------------------------- 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. Note that 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.”) <> 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.”) ----------------------------------------------------- 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 both 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. <> 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. ----------------------------------------------------- 302.1 First, all permanents with phasing that the active player controls phase out, and all phased-out objects that the active player controlled when they phased out simultaneously phase in (this game action doesn’t use the stack). See rule 217.8, “Phased-Out,” and rule 502.15, “Phasing.” <> 302.1 First, all permanents with phasing that the active player controls phase out, and all phased-out objects that the active player controlled when they phased out simultaneously phase in (this game action doesn’t use the stack). See rule 217.8, “Phased Out,” and rule 502.15, “Phasing.” ----------------------------------------------------- 304.1 First, the active player draws a card. This special 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. <> 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. ----------------------------------------------------- 305.2. The main phase has no steps, so a main phase ends when both players pass in succession while the stack is empty. <> 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.) ----------------------------------------------------- 306.3. During the combat phase, the active player is attacking and is the attacking player. The nonactive player is being attacked and is the defending player. <> 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.” ----------------------------------------------------- 308.1. As the declare attackers step begins, the active player declares attackers (this game action doesn’t use the stack). 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. <> 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. Example: Tanglewalker reads, “Creatures you control are unblockable as long as defending player controls an artifact land.” Whether Tanglewalker is unblockable depends only on whether the player being attacked by it controls an artifact land. 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. ----------------------------------------------------- 311.1. 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. <> 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. ----------------------------------------------------- 314.2. 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). <> 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). ----------------------------------------------------- 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 both players pass, another cleanup step begins. Otherwise, no player receives priority and the step ends. <> 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. ----------------------------------------------------- 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.”) A copy of a spell is also a spell, even if it has no card associated with it. <> 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.”) ----------------------------------------------------- -+ 401.1a A copy of a spell is also a spell, even if it has no card associated with it. ----------------------------------------------------- -+ 401.1b An object with no mana cost can’t be played as a spell. ----------------------------------------------------- 402.3. Abilities can be beneficial or detrimental. For example, “[This creature] can’t block” is an ability. <> 402.3. Abilities can be beneficial or detrimental. Example: “[This creature] can’t block” is an ability. ----------------------------------------------------- 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 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. Example: An ability with a cost that includes “Discard this card” can be played only if the card is in your hand. <> 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. Example: You can play an ability with a cost that includes “Discard this card” only if the card is in your hand. ----------------------------------------------------- 403.4. A creature’s activated ability with the tap symbol ({T}) 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. Creatures with haste may ignore this rule (see rule 502.5). <> 403.4. A creature’s activated ability with the tap symbol ({T}) 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). ----------------------------------------------------- Example: An ability that reads “At end of turn, destroy that creature” will destroy the permanent even if it’s no longer a creature during the end of turn step. <> 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. (404.4c) ----------------------------------------------------- Example: An ability that reads “At end of turn, remove this creature from the game” won’t do anything if the creature leaves play before the end of turn step. <> 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. (404.4d) ----------------------------------------------------- 405.1. A static ability does something all the time rather than being activated or triggered. The ability isn’t played—it just “exists.” Such abilities apply only while the ability is on a permanent in play, unless the ability is covered by rule 402.8 or 402.9. <> 405.1. A static ability does something all the time rather than being activated or triggered. The ability isn’t played—it just “exists.” Such abilities apply only while the ability is on a permanent in play, unless the ability is covered by rule 402.8 or rule 402.9. ----------------------------------------------------- 405.2. Some objects have static abilities which state that the object “has” one or more abilities or 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. See rule 201, “Characteristics,” and rule 418.5a. <> 405.2. Some objects have 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. See rule 201, “Characteristics,” and rule 418.5a. ----------------------------------------------------- 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 either 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, his or her opponent receives priority. If both players pass in succession (that is, if both 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 both players pass in succession, the phase or step ends and the next one begins. <> 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. (Multiplayer grammar) ----------------------------------------------------- 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 preventing delayed triggered abilities (see rule 408.2i), and suspending or ignoring continuous effects (see rule 408.2j). <> 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). ----------------------------------------------------- 408.2g Game actions—phasing in and out during the untap step, untapping during the untap step, drawing a card during the draw step, declaring attacking or blocking creatures, cleanup, and mana burn—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). ----------------------------------------------------- 409.2. Some spells and abilities specify that their controller’s opponent 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. If the spell or ability instructs both players to do something at the same time as it’s being played, the spell’s controller goes first, then his or her opponent. This is an exception to rule 103.4. <> 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. ----------------------------------------------------- -+ 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. ----------------------------------------------------- -+ 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. ----------------------------------------------------- 409.4 A player can’t begin to play a spell or activated ability that’s prohibited from being played by an effect. <> 409.4. A player can’t begin to play a spell or activated ability that’s prohibited from being played by an effect. ----------------------------------------------------- 410.3. If multiple abilities have triggered since the last time a player received priority, the abilities controlled by the active player go on the stack first, in any order he or she chooses, then those controlled by the opponent go on the stack in any order that opponent chooses. 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. <> 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. ----------------------------------------------------- 410.9. Some abilities trigger when creatures block or are blocked in combat. (See rules 306–311 and section 500, “Legal Attacks and Blocks.”) They may trigger once or repeatedly, depending on the wording of the ability. <> 410.9. Some abilities trigger when creatures block or are blocked in combat. (See rules 306–311 and rule 500, “Legal Attacks and Blocks.”) They may trigger once or repeatedly, depending on the wording of the ability. ----------------------------------------------------- 410.9a An ability that reads “Whenever [this creature] blocks” or “Whenever [this creature] becomes blocked” triggers only once each combat for that creature, even if it blocks or is blocked by multiple creatures. An effect that causes the creature to become blocked (if the creature wasn’t already blocked) will also trigger such abilities. <> 410.9a An ability that reads “Whenever [this creature] blocks,” or “Whenever [this creature] becomes blocked,” triggers only once each combat for that creature, even if it blocks or is blocked by multiple creatures. An effect that causes the creature to become blocked (if the creature wasn’t already blocked) will also trigger such abilities. ----------------------------------------------------- 410.9d If an ability triggers when a creature blocks or is blocked by a particular number of creatures, the ability triggers only 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. <> 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. ----------------------------------------------------- 410.10f Some local enchantments have triggered abilities that trigger on the enchanted permanent leaving play. These triggered abilities can track the local enchantment to its owner’s graveyard in addition to tracking the enchanted permanent to whatever zone it moved to. <> 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. ----------------------------------------------------- Example: An enchantment reads, “Whenever a player taps a land for mana, that land produces one additional mana of the same color.” 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. <> 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. (411.3) ----------------------------------------------------- 412.2. Many local enchantments and Equipment have static abilities that modify the permanent they’re attached to, but those abilities don’t target that permanent. If a local enchantment or Equipment is moved to a different permanent, the ability stops applying to the original permanent and starts modifying the new one. <> 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. ----------------------------------------------------- 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] . . .” and “You can’t play [this card] . . . .” <> 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 . . . .” ----------------------------------------------------- 413.1. Each time both players pass in succession, the object (a spell, an ability, or combat damage) on top of the stack resolves. (See rule 416, “Effects.”) <> 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.”) ----------------------------------------------------- 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. <> 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. (413.2a) ----------------------------------------------------- 413.2d If an effect requires both players to make choices or take actions at the same time, the active player makes and announces his or her choices first, and then the nonactive player does (knowing the active player’s choices). Then the actions take place simultaneously. See rule 103.4. If a player must make more than one choice at a time, he or she makes the choices in the order written, or in the order he or she chooses if the choices aren’t ordered. Then the actions are processed simultaneously. Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses. In these cases, the active player makes any choices required for the first action, then the nonactive player makes any choices required for that action, then the first action is processed simultaneously. Then the active player makes any choices required for the second action, then the nonactive player makes any choices required for that action, then that action is processed simultaneously, and so on. Example: Stronghold Gambit reads, in part, “Each player chooses a card in his or her hand. Then each player reveals his or her chosen card.” First the active player chooses a card, then the nonactive player does so. Each player reveals the cards simultaneously. <> 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. ----------------------------------------------------- 415.3. Local-enchantment spells are always targeted, even though they don’t use the phrase “target [something].” They target the permanent or player they will enchant. A local-enchantment permanent doesn’t target anything; only the spell is targeted. An activated or triggered ability of the local-enchantment permanent can be targeted. <> 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. ----------------------------------------------------- 418.5e An object’s timestamp is the time it entered the zone it’s currently in, with three exceptions: (1) 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. (2) Whenever a local enchantment or Equipment becomes attached to a permanent, the enchantment or Equipment receives a new timestamp. (3) Permanents that phase in keep the same timestamps they had when they phased out. <> 418.5e An object’s timestamp is the time it entered the zone it’s currently in, with three exceptions: (1) 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. (2) Whenever an Aura or Equipment becomes attached to a permanent, the Aura or Equipment receives a new timestamp. (3) Permanents that phase in keep the same timestamps they had when they phased out. ----------------------------------------------------- Example: Two enchantments 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”). <> 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”). (418.5h) ----------------------------------------------------- 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 when 0 damage is dealt, so they have no effect. <> 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. ----------------------------------------------------- 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 either 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. 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. <> 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. ----------------------------------------------------- 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 both players have to make these choices at the same time, follow the “Active Player, Nonactive Player rule” (see rule 103.4). Example: Two cards 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. <> 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). 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. ----------------------------------------------------- 420.2. State-based effects are always active and are not controlled by either player. <> 420.2. State-based effects are always active and are not controlled by any player. ----------------------------------------------------- 420.5d A local enchantment that enchants an illegal or nonexistent permanent is put into its owner’s graveyard. <> 420.5d An Aura that enchants an illegal or nonexistent permanent is put into its owner’s graveyard. ----------------------------------------------------- 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.” <> 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.” (OK, even I will admit this change is largely insignificant...) ----------------------------------------------------- 420.5k An Equipment that equips an illegal or nonexistent permanent stops equipping that permanent but remains in play. <> 420.5k An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains in play. ----------------------------------------------------- 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 the other player intervenes, whichever comes first. <> 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. ----------------------------------------------------- 421.3. If the loop contains at least one optional action controlled by each player and actions by both players are required to continue the loop, the active player chooses a number. The nonactive 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 active player chose, in which case the loop continues that number of times plus whatever fraction is necessary for the nonactive player to “have the last word.” (Note that either fraction may be zero.) Example: One player controls a creature with the ability “{0}: [This creature] gains flying.” 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.) <> 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. 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.) ----------------------------------------------------- 421.5. If the loop contains at least one optional action controlled by each player and these actions don’t depend on one another, the active player chooses a number. The nonactive player can 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. <> 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. ----------------------------------------------------- 501.1. Evasion abilities restrict what can block an attacking creature. These are static abilities that modify the declare blockers step of combat. <> 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. ----------------------------------------------------- Example: A Wall without flying can’t block a creature that can be blocked only by Walls and by creatures with flying. <> Example: A creature with flying and shadow can’t be blocked by a creature with flying but without shadow. ----------------------------------------------------- 501.3. Some creatures have abilities that restrict how they can block. As with evasion abilities, these modify only the rules for the declare blockers step of combat. (If a creature gains or loses an evasion ability after a legal block has been declared, it doesn’t affect that block.) <> 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.) ----------------------------------------------------- 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 or supertype. (See rule 309, “Declare Blockers Step.”) <> 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.”) ----------------------------------------------------- 502.7c A permanent with protection can’t be enchanted by enchantments that have the stated quality. Such enchantments enchanting the permanent with protection will be put into their owners’ graveyards as a state-based effect. (See rule 420, “State-Based Effects.”) <> 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.”) ----------------------------------------------------- 502.7d A permanent with protection can’t be equipped by Equipment that have the stated quality. Such an Equipment stops equipping that permanent, but remains in play. (See rule 420, “State-Based Effects.”) <> 502.7d A permanent with protection can’t be equipped by Equipment that have the stated quality. Such an Equipment becomes unattached from that permanent, but remains in play. (See rule 420, “State-Based Effects.”) ----------------------------------------------------- 502.10h A player who controls an attacking creature with banding chooses how combat damage is assigned by creatures blocking that creature. A player who controls a blocking creature with banding chooses how combat damage is assigned by creatures it blocks. If the creature had banding when it attacked or blocked, but the ability was removed before the combat damage step, damage is assigned normally. <> 502.10h A player who controls an attacking creature with banding chooses how combat damage is assigned by creatures blocking that creature. A player who controls a blocking creature with banding chooses how combat damage is assigned by creatures it blocks. If the creature had banding when it attacked or blocked but the ability was removed before the combat damage step, damage is assigned normally. (We just lost a comma here...) ----------------------------------------------------- 502.15b During each player’s untap step, before the active player untaps his or her permanents, all permanents with phasing the player controls phase out. Simultaneously, all objects that had phased out under that player’s control phase in. (See rule 217.8, “Phased-Out,” and rule 302.1.) <> 502.15b During each player’s untap step, before the active player untaps his or her permanents, all permanents with phasing the player controls phase out. Simultaneously, all objects that had phased out under that player’s control phase in. (See rule 217.8, “Phased Out,” and rule 302.1.) (Phased Out is no longer hyphenated) ----------------------------------------------------- 502.15i When a permanent phases out, any local enchantments 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 enchantment or Equipment that phased out indirectly won’t phase in by itself, but instead phases in along with the card it’s attached to. <> 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. ----------------------------------------------------- 502.15j If a local enchantment or Equipment phased out directly (rather than phasing out along with the permanent it’s attached to), then it “remembers” the permanent it was enchanting or equipping and returns to play attached to that permanent. If a local enchantment phases in and the permanent has left play or is no longer legal to enchant, the enchantment returns to play and then is placed in its owner’s graveyard afterwards. This is a state-based effect; see rule 420. 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. <> 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 it was attached to 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 it was attached to 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. ----------------------------------------------------- 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 as though it were in his or her hand by paying [cost] rather than paying its mana cost. When the player passes next, he or she puts this card into his or her graveyard.” <> 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.” ----------------------------------------------------- 502.33a Equip is an activated ability of artifact Equipment cards. “Equip [cost]” means “[cost]: Move this Equipment onto target creature you control. Play this ability only any time you could play a sorcery.” <> 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.” ----------------------------------------------------- 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-game zone because they were removed from the game by an imprint ability are imprinted on the source of that ability. <> 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. ----------------------------------------------------- 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 a card by name refers to the spell on the stack, not the card from which the text was copied 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. <> 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. 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. (minor corrections) ----------------------------------------------------- 502.40e The spell loses any splice changes once it leaves the stack (e.g. when it’s countered, it’s removed from the game, or it resolves). <> 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). ----------------------------------------------------- -+ 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. ----------------------------------------------------- -+ 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. ----------------------------------------------------- -+ 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. ----------------------------------------------------- -+ 502.45b For more information on Auras, see rule 212.4, “Enchantments.” ----------------------------------------------------- -+ 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. ----------------------------------------------------- -+ 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. Rules 212.4d–i apply to an Aura with enchant player in relation to players as they normally would for permanents. ----------------------------------------------------- 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 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. Example: A player plays Fork, targeting an Emerald Charm. Fork reads, “Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork’s color and you may choose new targets for the copy.” Emerald Charm reads, “Choose one — Untap target permanent; or destroy target global enchantment; or target creature loses flying until end of turn.” When the Fork resolves, it puts a copy of the Emerald Charm on the stack. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets. <> 503.10. 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. 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. ----------------------------------------------------- 503.10a A copy of a spell in a zone other than the stack ceases to exist. This is a state-based effect. See rule 420. <> 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. ----------------------------------------------------- 504.3. You may look at a face-down spell you control on the stack or a face-down permanent you control at any time. You can’t look at face-down cards in any other zone or face-down spells or permanents 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. <> 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. ----------------------------------------------------- 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). <> 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. ----------------------------------------------------- 506.6. At the end of a subgame, each player puts all objects 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. <> 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. ----------------------------------------------------- 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 102.7. <> 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. ----------------------------------------------------- 507.3c The controller of another player’s turn can’t make choices or decisions for that player that aren’t called for by the rules, or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules. <> 507.3c The controller of another player’s turn can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules. ----------------------------------------------------- 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 flipped permanent leaves play, it forgets its previous existence. <> 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. ----------------------------------------------------- 509.1. One card (Timestop) 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”). <> 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”). ----------------------------------------------------- 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). <> 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). ----------------------------------------------------- -+ 6. Multiplayer Rules ----------------------------------------------------- (All of Section 6 is new, and is not listed here.) ***************************************************** Glossary changes. I've inserted comments above some differences. The format of this section is the same as before, but the lack of rule numbers makes this hard to follow without some context. ***************************************************** ----------------------------------------------------- (Ability) When an effect states that an object “gains” or “has” an ability, it’s granting that object an ability. If an effect defines a property of an object (“[card or permanent] is [property]”), it’s not granting an ability. For example, an enchant creature might read, “Enchanted creature is red.” The enchantment isn’t granting an ability of any kind; it’s simply changing the enchanted creature’s color to red. <> When an effect states that an object “gains” or “has” an ability, it’s granting that object an ability. If an effect defines a property of an object (“[card or permanent] is [property]”), it’s not granting an ability. For example, an Aura might read, “Enchanted creature is red.” The Aura isn’t granting an ability of any kind; it’s simply changing the enchanted creature’s color to red. ----------------------------------------------------- -+ Ability Word An ability word appears in italics at the beginning of some abilities on cards. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. ----------------------------------------------------- (Active Player, Nonactive Player order) Whenever both players are instructed to make choices at the same time, the active player makes all his or her choices first, then the nonactive player. This is called the “Active Player, Nonactive Player order” rule, or “APNAP order” rule. See rule 103.4. <> Whenever players are instructed to make choices at the same time, the active player makes all his or her choices first, then the nonactive players do so in turn order. This is called the “Active Player, Nonactive Player order” rule, or “APNAP order” rule. See rule 103.4. ----------------------------------------------------- (Artifact types) The list of artifact types, updated through the Champions of Kamigawa set is as follows: Equipment. <> The list of artifact types, updated through the Ninth Edition set, is as follows: Equipment. ----------------------------------------------------- ("As though") Example: Giant Spider reads, “Giant Spider may block as though it had flying.” You may treat the Spider as a creature with flying, but only for the purpose of declaring blockers. This allows Giant Spider to block a creature with flying (and creatures that “can’t be blocked except by creatures with flying”), assuming no other blocking restrictions apply. For example, Giant Spider can’t normally block a creature with both flying and shadow. <> Example: Giant Spider reads, “Giant Spider can block as though it had flying.” You may treat the Spider as a creature with flying, but only for the purpose of declaring blockers. This allows Giant Spider to block a creature with flying (and creatures that “can’t be blocked except by creatures with flying”), assuming no other blocking restrictions apply. For example, Giant Spider can’t normally block a creature with both flying and shadow. ----------------------------------------------------- ("As though") Example: Future Sight reads, “Play with the top card of your library revealed. / You may play the top card of your library as though it were in your hand.” The revealed card may be played by the usual rules. If it’s a spell, it’s placed on the stack as the first step of playing it (see rule 409, “Playing Spells and Activated Abilities”); if it’s a land, it’s put directly into play. Because the card isn’t actually in your hand, it can’t be discarded, removed from the game to pay a cost, cycled, or counted toward the number of cards in your hand. +- ----------------------------------------------------- ("As though") Example: Two effects read, “You may play cards in your graveyard as though they were in your hand,” and “You may play cards from other players’ graveyards as though they were in your graveyard.” Both effects apply. You may play cards in your graveyard and cards in your opponents’ graveyards. (The cards may be played by the usual rules.) +- ----------------------------------------------------- (Assign Combat Damage) As the combat damage step begins, the active player announces how each attacking creature will assign its combat damage. Then the defending player announces how each blocking creature will assign its combat damage. All assignments of combat damage go on the stack as a single entry. See rule 310, “Combat Damage Step. <> As the combat damage step begins, the active player announces how each attacking creature will assign its combat damage. Then the defending player(s) announce how each blocking creature will assign its combat damage. All assignments of combat damage go on the stack as a single entry. See rule 310, “Combat Damage Step. ----------------------------------------------------- -+ Attach (entire definition is new) ----------------------------------------------------- -+ Attack Left Option (entire definition is new) ----------------------------------------------------- -+ Attack Multiple Players Option (entire definition is new) ----------------------------------------------------- -+ Attack Right Option (entire definition is new) ----------------------------------------------------- -+ Aura (entire definition is new) ----------------------------------------------------- (Block Alone) A creature is blocking alone when it’s the sole creature declared as a blocker in a given combat phase. See rule 306.4. <> A creature is blocking alone when it’s the sole creature controlled by the defending player declared as a blocker in a given combat phase. See rule 306.4. ----------------------------------------------------- (Characteristics) An object’s characteristics are name, mana cost, color, type, subtype, supertype, expansion symbol, abilities, rules text, power, and toughness. Characteristics don’t include any other information, such as whether a permanent is tapped, a spell or permanent’s controller, a spell’s target, what a local enchantment enchants, and so on. See rule 201, “Characteristics.” <> An object’s characteristics are name, mana cost, color, type, subtype, supertype, expansion symbol, abilities, rules text, power, and toughness. Characteristics don’t include any other information, such as whether a permanent is tapped, a spell or permanent’s controller, a spell’s target, what an Aura enchants, and so on. See rule 201, “Characteristics.” ----------------------------------------------------- (Characteristic-Setting Ability) Some objects have static abilities which state that that object “has” one or more abilities; “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. See rule 405.2. <> Some objects have static abilities which state that that object “has” one or more characteristics; “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. See rule 405.2. ----------------------------------------------------- (Concede) A player may concede a game at any time. A player who concedes leaves the game immediately. He or she loses the game. See rule 102.7. <> A player may concede a game at any time. A player who concedes leaves the game immediately. He or she loses the game. See rule 102. ----------------------------------------------------- (Control, Controller) A spell or activated ability on the stack is controlled by whoever played it. A triggered ability on the stack is controlled by the player who controlled its source at the time it triggered. <> A spell or activated ability on the stack is controlled by whoever played it. A copy of a spell is controlled by the player who put it on the stack. A triggered ability on the stack is controlled by the player who controlled its source at the time it triggered. ----------------------------------------------------- (Converted Mana Cost) The converted mana cost of an object is the total amount of mana in its mana cost, regardless of color. See rule 203, “Mana Cost and Color.” <> The converted mana cost of an object is the total amount of mana in its mana cost, regardless of color. If an object has no mana cost, its converted mana cost is 0. See rule 203, “Mana Cost and Color.” ----------------------------------------------------- (Counter) 2. A counter is a marker placed on an object, either modifying its characteristics or interacting with an effect. A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that permanent’s power and Y to that permanent’s toughness. These bonuses are added after permanent-type changing effects and before other power and toughness changing effects. Similarly, -X/-Y counters subtract from power and toughness. Counters with the same name or description are interchangeable. Counters may also be given to players. For information about poison counters, see rule 102.8. <> 2. A counter is a marker placed on an object, either modifying its characteristics or interacting with an effect. A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that permanent’s power and Y to that permanent’s toughness. These bonuses are added after permanent-type changing effects and before other power and toughness changing effects. Similarly, -X/-Y counters subtract from power and toughness. Counters with the same name or description are interchangeable. Counters may also be given to players. For information about poison counters, see rule 102.3d. ----------------------------------------------------- (Creature Type) The list of creature types, updated through the Betrayers of Kamigawa™ set, is as follows: <> The list of creature types, updated through the Ninth Edition core set, is as follows: Removed: Behemoth, Clone, Hell's-Caretaker, Nekrataal, Rukh, Will-o'-the-Wisp Added: Kirin ----------------------------------------------------- (Defending Player) During the combat phase, from the start of the declare attackers step until the end of the combat phase, the active player’s opponent is the defending player. Creatures can attack only the defending player; they can’t attack other players or creatures. During phases other than combat, there is no defending player. See rule 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 opponent. The chosen opponent is being attacked and is the defending player. Creatures can attack only the defending player; they can’t attack other creatures. During phases other than combat, there is no defending player. See rule 306.3. --- -+ If the “attack multiple players” option is used, there can be more than one defending player. See rule 602, “Attack Multiple Players Option.” ----------------------------------------------------- -+ Deploy Creatures Option Some multiplayer games allow players to give creatures to their teammates. If the deploy creatures option is used, each creature has the ability “{T}: Target teammate gains control of this creature. Play this ability only any time you could play a sorcery.” See rule 603, “Deploy Creatures Option.” ----------------------------------------------------- (Draw) 2. A drawn game is a game where the game ends, and there is no winner. A game ends in a draw if both players lose simultaneously. See rule 102.4. <> 2. A drawn game is a game where the game ends, and there is no winner. See rule 102.4. ----------------------------------------------------- -+ Emperor (entire definition is new) ----------------------------------------------------- -+ Enchant (entire definition is new, replacing all the following Enchant ~foo~) ----------------------------------------------------- Enchant Artifact +- (entire definition removed) ----------------------------------------------------- Enchant Creature +- (entire definition removed) ----------------------------------------------------- Enchant Enchantment +- (entire definition removed) ----------------------------------------------------- Enchant Land +- (entire definition removed) ----------------------------------------------------- Enchant Permanent +- (entire definition removed) ----------------------------------------------------- (Enchant Player) An enchant player is a local enchantment. It can enchant only a player. See also Local Enchantment. <> 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. Rules 212.4d–i apply to an Aura with enchant player in relation to players as they normally would for permanents. See also Aura, Enchant. ----------------------------------------------------- (Enchantment) Enchantment is a type. The active player can play enchantments only during his or her main phase when the stack is empty. See rule 212.4, “Enchantments.” See also Global Enchantment, Local Enchantment. <> Enchantment is a type. The active player can play enchantments only during his or her main phase when the stack is empty. See rule 212.4, “Enchantments.” See also Aura. ----------------------------------------------------- (Enchantment Type) Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” (This is a reversal of previous rules.) Enchantment subtypes are also called enchantment types. The list of enchantment types, updated through the Champions of Kamigawa set, is as follows: Shrine. <> Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” Enchantment subtypes are also called enchantment types. The list of enchantment types, updated through the Ninth Edition core set, is as follows: Aura, Shrine. ----------------------------------------------------- (Ending the Turn) One card (Timestop) ends the turn when its resolves. When an effect ends the turn, follow these steps in order: Remove every object on the stack from the game. Remove all attacking and blocking creatures, if any, from combat. Check state-based effects. The current step and/or phase ends. The game skips straight to the cleanup step. See rule 509, “Ending the Turn.” <> One card (Time Stop) ends the turn when its resolves. When an effect ends the turn, follow these steps in order: Remove every object on the stack from the game. Remove all attacking and blocking creatures, if any, from combat. Check state-based effects. The current step and/or phase ends. The game skips straight to the cleanup step. See rule 509, “Ending the Turn.” ----------------------------------------------------- -+ Epic (entire definition is new) ----------------------------------------------------- (Equip) Equip is an activated ability. “Equip [cost]” means “[cost]: Move this Equipment onto target creature you control. Play this ability only any time you could play a sorcery.” See rule 502.33, “Equip,” and rule 212.2, “Artifacts.” <> Equip is an activated ability. “Equip [cost]” means “[cost]: Attach this Equipment to target creature you control. Play this ability only any time you could play a sorcery.” See rule 502.33, “Equip,” and rule 212.2, “Artifacts.” ----------------------------------------------------- (Equipment) An Equipment that’s also a creature or an 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 stops equipping that permanent, but remains in play. (This is a state-based effect. See rule 420.) <> An Equipment that’s also a creature or an 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.) ----------------------------------------------------- (Extra Turn) Some spells and abilities 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 both 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. See rule 300.6. <> Some spells and abilities 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. See rule 300.6. The Grand Melee multiplayer variant has a special rule to handle when extra turns are taken: If a player would take an extra turn after the current turn and it’s not currently that player’s turn, that player instead takes the extra turn immediately before his or her next turn. See rule 608, “Grand Melee Variant.” ----------------------------------------------------- (Face-Down) You may look at a face-down spell you control on the stack or a face-down permanent you control at any time. <> 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. --- You can’t look at face-down cards in any other zone or face-down spells or permanents 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. <> 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. ----------------------------------------------------- (Flip a Coin) To flip a coin, one player flips the coin, and the other player calls “heads” or “tails” in the air. If the coin you’re using doesn’t have an obvious “heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Rolling a die is an acceptable alternative if no coin is available. <> To flip a coin, one player flips the coin, and one of that player’s opponents calls “heads” or “tails” in the air. If the coin you’re using doesn’t have an obvious “heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Rolling a die is an acceptable alternative if no coin is available. ----------------------------------------------------- -+ Free-for-All (entire definition is new) ----------------------------------------------------- (Game Action) Several steps contain actions that don’t use the stack. These actions are game actions. The game actions are phasing in and out at the start of the untap step (see rule 302), untapping at the start of the untap step (see rule 302), drawing a card at the start of the draw step (see rule 303), declaring attackers at the start of the declare attackers step (see rule 308), declaring blockers at the start of the declare blockers step (see rule 309), the active player discarding down to his or her maximum hand size at the start of the cleanup step (see rule 314), and removing damage from permanents and ending “until end of turn” effects at the start of the cleanup step (see rule 314). Mana burn at the end of a phase is also a game action (see rule 300.3). <> Several steps contain actions that don’t use the stack. These actions are game actions. The game actions are phasing in and out at the start of the untap step (see rule 302.1), untapping at the start of the untap step (see rule 302.2), drawing a card at the start of 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), the active player discarding down to his or her maximum hand size at the start of the cleanup step (see rule 314), and removing damage from permanents and ending “until end of turn” effects at the start of the cleanup step (see rule 314). Mana burn at the end of a phase is also a game action (see rule 300.3). ----------------------------------------------------- -+ General (entire definition is new) ----------------------------------------------------- Global Enchantment Global enchantments are a category of enchantments. A global enchantment is labeled “Enchantment” and isn’t attached to another permanent while it’s in play. See rule 212.4, “Enchantments.” <> Global Enchantment (obsolete) Some older cards used the term “global enchantment.” These cards now say “non-Aura enchantment.” See also Aura and Enchantment. ----------------------------------------------------- -+ Grand Melee (entire definition is new) ----------------------------------------------------- (Imprint) Imprint is an activated or triggered ability, written “Imprint — [text],” where “[text]” is an activated or triggered ability. Cards that are in the removed-from-game zone because they were removed from the game by an imprint ability are imprinted on the source of that ability. See rule 502.34, “Imprint.” <> Imprint is an activated or triggered ability, written “Imprint — [text],” where “[text]” is an activated or triggered 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. See rule 502.34, “Imprint.” ----------------------------------------------------- (Instant Type) The list of instant types, updated through the Champions of Kamigawa set, is as follows: Arcane. <> The list of instant types, updated through the Ninth Edition core set, is as follows: Arcane. ----------------------------------------------------- (Land Type) The list of land types, updated through the Champions of Kamigawa set, is as follows: <> The list of land types, updated through the Ninth Edition core set, is as follows: (no change to the list, just the set reference) ----------------------------------------------------- <> Limited Range of Influence (entire definition is new) ----------------------------------------------------- Local Enchantment Local enchantments are a category of enchantments. A local enchantment is labeled “Enchant [something]” and is attached to that [something] while in play. See rule 212.4, “Enchantments.” If a local enchantment is enchanting an illegal permanent or player, the permanent it was attached to no longer exists, or the player it was attached to has left the game, the enchantment is put into its owner’s graveyard. This is a state-based effect. See rule 420.5. <> Local Enchantment (obsolete) Some older cards used the term “local enchantment” for enchantments that are attached to other permanents while they’re in play. These cards now have the Aura subtype. ----------------------------------------------------- (Lose the Game) A game immediately ends when a player loses. See rule 102, “Winning and Losing.” <> There are several ways to lose the game. A player can concede the game at any time; a player who concedes loses the game immediately. 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). 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). 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). If a player would both win and lose simultaneously, he or she loses. In a multiplayer game between teams, a team loses the game if all players on that team have lost. See rule 102, “Winning and Losing.” ----------------------------------------------------- (Madness) Madness is a keyword that represents two abilities. “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 as though it were in his or her hand by paying [cost] rather than paying its mana cost. When the player passes next, he or she puts it into his or her graveyard.” See rule 502.24, “Madness.” <> Madness is a keyword that represents two abilities. “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 it into his or her graveyard.” See rule 502.24, “Madness.” (removed "as though it were in his or her hand") ----------------------------------------------------- (Mana Cost) The mana cost of a nonland card is indicated by the mana symbols printed on its upper right corner. The mana cost of a land card, token, or face-down creature is 0. See rule 203, “Mana Cost and Color.” <> The mana cost of a card is indicated by the 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. Land cards and face-down spells and permanents 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. See rule 203, “Mana Cost and Color.” ----------------------------------------------------- (Match) A match is a series of Magic games and is important only for tournament or league play. A match usually consists of the best two of three games, or sometimes the best three of five. For more information, consult the DCI Magic Floor Rules (www.wizards.com/default.asp?x=dci/utr/intro). <> A match is a series of Magic games and is important only for tournament or league play. A two-player match usually consists of the best two of three games, or sometimes the best three of five. A multiplayer match usually consists of only one game. For more information, consult the DCI Magic Floor Rules (www.wizards.com/default.asp?x=dci/utr/intro). ----------------------------------------------------- (Mono Artifact (Obsolete)) Some older cards used the term “mono artifact” on the card’s type line. They were artifacts that had activated abilities that included the tap symbol. Cards that were printed with the term “mono artifact” now simply use “artifact.” <> Some older cards used the term “mono artifact” on the card’s type line. They were artifacts that had activated abilities that included the tap symbol. Cards that were printed with the term “mono artifact” now simply use “artifact.” (an extra space was removed...) ----------------------------------------------------- (Move) To move a local enchantment, Equipment, or a counter means to take it from where it currently is and put it onto an object or player. If the enchantment, Equipment, or counter no longer exists or the object it will move onto is no longer in the correct zone when the effect would move it, nothing happens. Similarly, an enchantment or Equipment can’t be moved onto a permanent it couldn’t enchant or equip; if this kind of move is attempted, the enchantment or Equipment stays where it is. A moved enchantment stops enchanting the previous permanent and starts enchanting the new one, and it receives a new timestamp. Nothing else about the enchantment changes. The enchantment never left play, so no comes-into-play or leaves-play triggered abilities will trigger. If an ability of the moved enchantment affecting “enchanted [permanent]” was on the stack when the enchantment moved, it will affect the new enchanted permanent when it resolves, not the old one. The same is true for moved Equipment. The equip ability can move Equipment onto a creature or from one creature to another. <> To move a counter means to take it from where it currently is and put it onto an object or player. Some older cards used “move” to describe taking an Aura on one permanent and putting it onto another. These cards now say “attach.” ----------------------------------------------------- -+ Multiplayer (entire definition is new) ----------------------------------------------------- (Number) If a creature’s power or toughness, a mana cost, a player’s life total, or an amount of damage is less than zero, it’s treated as zero for all purposes except adding to or subtracting from that total. If anything needs to use a number that can’t be determined, it uses 0 instead. <> If a creature’s power or toughness, a mana cost, a player’s life total, or an amount of damage is less than zero, it’s treated as zero for all purposes except changing that total. If anything needs to use a number that can’t be determined, it uses 0 instead. ----------------------------------------------------- -+ Opening Hand (entire definition is new) ----------------------------------------------------- (Opponent) A player’s opponent is the other player. <> In a two-player game, a player’s opponent is the other player. In multiplayer games, a player has multiple opponents. See section 6, “Multiplayer Rules.” ----------------------------------------------------- (Oracle) Use the Oracle card reference when determining a card’s wording. It can be found atwww.wizards.com/default.asp?x=dci/oracle. See rule 200.2. <> Use the Oracle card reference when determining a card’s wording. It can be found at www.wizards.com/default.asp?x=dci/oracle. See rule 200.2. (OK, that added space seems significant!) ----------------------------------------------------- (Order) The order of objects in a library, in a graveyard, or on the stack can’t be changed except when effects 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 both players. See rule 217.1b. <> The order of objects in a library, in a graveyard, or on the stack can’t be changed except when effects 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. See rule 217.1b. ----------------------------------------------------- (Pass in Succession) To pass in succession means that both players pass without playing any spells, playing any abilities, or performing any special actions in between. If both players pass in succession, the spell, ability, or combat damage on top of the stack resolves. If the stack is empty, the phase or step ends. See rule 408.1, “Timing, Priority, and the Stack.” <> To pass in succession means that all players pass without playing any spells, playing any abilities, or performing any special actions in between. If all players pass in succession, the spell, ability, or combat damage on top of the stack resolves. If the stack is empty, the phase or step ends. See rule 408.1, “Timing, Priority, and the Stack.” ----------------------------------------------------- Phased-Out <> Phased Out (as noted above, this term is no longer hyphenated) ----------------------------------------------------- (Play/Draw (Informal)) At the start of a game, one player gets to choose the order of play. Whoever plays first skips his or her first draw step. This is referred to as the play/draw rule. See rule 101, “Starting the Game.” <> Whoever plays first in a two-player game skips his or her first draw step. This is referred to as the play/draw rule. See rule 101, “Starting the Game.” In a Two-Headed Giant multiplayer game, the team that goes first skips its first draw step (see rule 606, “Two-Headed Giant Variant”). Other multiplayer variants don’t use the play/draw rule. ----------------------------------------------------- (Player) A player is one of the two people in the game. A player’s opponent is the other player. The active player is the player whose turn it is. The other player is the nonactive player. See rule 200.3. <> A player is people in the game. The active player is the player whose turn it is. The other players are nonactive players. See rule 200.3. ----------------------------------------------------- (Priority) If both players pass in succession, the spell, ability, or combat damage on top of the stack resolves or, if the stack is empty, the phase or step ends. <> If all players pass in succession, the spell, ability, or combat damage on top of the stack resolves or, if the stack is empty, the phase or step ends. ----------------------------------------------------- (Protection) A permanent with protection can’t be enchanted by enchantments that have the stated quality. Such enchantments enchanting the permanent with protection will be put into their owners’ graveyards as a state-based effect. (See rule 420, “State-Based Effects.”) <> A permanent with protection can’t be enchanted by Auras that have the stated quality. Such Aura attached to the permanent with protection will be put into their owners’ graveyards as a state-based effect. (See rule 420, “State-Based Effects.”) --- A permanent with protection can’t be equipped by Equipment that has the stated quality. Such Equipment stops equipping that permanent, but remains in play. (See rule 420, “State-Based Effects.”) <> A permanent with protection can’t be equipped by Equipment that has the stated quality. Such Equipment becomes unattached from that permanent, but remains in play. (See rule 420, “State-Based Effects.”) ----------------------------------------------------- (Reveal) To reveal an object is to show that object to all players. If a one-shot effect reveals a card, the card is returned to its former state after all players have seen it. <> To reveal an object is to show that object to all players. If a one-shot effect reveals a card, the card is returned to its former state after all players have seen it. If the cost to play a spell or ability includes revealing a card, the card remains revealed from the time the spell or ability is announced until it leaves the stack. ----------------------------------------------------- Sealed-Deck <> Sealed Deck (another de-hyphenation ... or, is that 'dehyphenation'?) ----------------------------------------------------- -+ Shared Life Total (entire definition is new) ----------------------------------------------------- (Shuffle) To shuffle a deck, library, or pile is to make the order of that deck, library, or pile random. After a player shuffles a deck, library, or pile, he or she owns, the opponent has the option to shuffle or cut that pile. See rule 101.1. <> To shuffle a deck, library, or pile is to make the order of that deck, library, or pile random. After a player shuffles a deck, library, or pile, he or she owns, each opponent has the option to shuffle or cut that pile. See rule 101.1. ----------------------------------------------------- (Sorcery Type) The list of sorcery types, updated through the Champions of Kamigawa set, is as follows: Arcane. <> The list of sorcery types, updated through the Ninth Edition core set, is as follows: Arcane. ----------------------------------------------------- (Source of Damage) The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, he or she may choose either a permanent or a spell on the stack (including one that creates a permanent) or any object referred to by a spell or ability on the stack. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 419.8, “Sources of Damage.” <> The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, he or she may choose a permanent, a spell on the stack (including one that creates a permanent), or any object 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). A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 419.8, “Sources of Damage.” ----------------------------------------------------- (Special Action) Special actions don’t use the stack. The special actions are playing a land, turning a face-down creature face up, ending continuous effects or preventing delayed triggered abilities, and suspending or ignoring continuous effects. See rule 408.1i and rule 408.2, “Actions That Don’t Use the Stack.” <> Special actions don’t use the stack. The special actions are playing a land, turning a face-down creature face up, ending continuous effects or stopping delayed triggered abilities, and ignoring or suspending continuous effects. See rule 408.1i and rule 408.2, “Actions That Don’t Use the Stack.” ----------------------------------------------------- (Spell) A nonland card becomes a spell when it’s played and remains a spell until it’s countered, it resolves, or it otherwise leaves the stack. A copy of a spell is also a spell, even if it has no card associated with it. See rule 213, “Spells,” and rule 401, “Spells on the Stack.” <> A nonland card becomes a spell when it’s put on the stack and remains a spell until it’s countered, it resolves, or it otherwise leaves the stack. A copy of a spell is also a spell, even if it has no card associated with it. See rule 213, “Spells,” and rule 401, “Spells on the Stack.” ----------------------------------------------------- (Stack) A spell or ability goes on top of the stack when it’s played or put onto the stack. Combat-damage assignments also go on top of the stack as though they were a single object. Whenever both players pass in succession, the spell, ability, or combat damage on top of the stack resolves and the active player receives priority again. See rule 217.6, “Stack,” and rule 408.1, “Timing, Priority, and the Stack.” <> A spell or ability goes on top of the stack when it’s played or put onto the stack. Combat-damage assignments also go on top of the stack as though they were a single object. Whenever all players pass in succession, the spell, ability, or combat damage on top of the stack resolves and the active player receives priority again. See rule 217.6, “Stack,” and rule 408.1, “Timing, Priority, and the Stack.” ----------------------------------------------------- (Target) Local-enchantment spells are always targeted, even though they don’t use the phrase “target [something].” They target the permanent or player they will enchant. (See rule 415.3.) A local-enchantment permanent doesn’t target anything. <> Aura spells are targeted, and their target is specified by their “enchant” abilities. They target the permanent or player they will enchant. (See rule 415.3.) An Aura permanent doesn’t target anything. ----