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105.3
Effects may change an object’s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color “in addition” to its other colors). Effects may also make a colored object become colorless.
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100
105.4
If a player is asked to choose a color, they must choose one of the five colors. “Multicolored” is not a color. Neither is “colorless.”
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101
105.5
If an effect refers to a color pair, it means exactly two of the five colors. There are ten color pairs: white and blue, white and black, blue and black, blue and red, black and red, black and green, red and green, red and white, green and white, and green and blue.
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102
106.1
Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.
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103
106.10
If an effect would add mana represented by a generic mana symbol to a player’s mana pool, that much colorless mana is added to that player’s mana pool.
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104
106.11
If an effect would add mana represented by one or more snow mana symbols to a player’s mana pool, that much colorless mana is added to that player’s mana pool.
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105
106.12
To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
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106
106.12a
An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
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107
106.12b
A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
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108
106.13
One card (Drain Power) causes one player to lose unspent mana and another to add “the mana lost this way.” (Note that these may be the same player.) This empties the former player’s mana pool and causes the mana emptied this way to be put into the latter player’s mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.
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109
106.1a
There are five colors of mana: white, blue, black, red, and green.
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110
106.1b
There are six types of mana: white, blue, black, red, green, and colorless.
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111
106.2
Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).
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112
106.3
Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities. A spell or ability that produces mana instructs a player to add that mana. If mana is produced by a spell, the source of that mana is that spell. If mana is produced by an ability, the source of that mana is the source of that ability (see rule 113.7).
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113
106.4
When an effect instructs a player to add mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player’s mana pool as unspent mana. Each player’s mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle™ card reference to no longer explicitly refer to the mana pool.
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114
106.4a
If any mana remains in a player’s mana pool after mana is spent to pay a cost, that player announces what mana is still there.
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115
106.4b
If a player passes priority (see rule 117) while there is mana in their mana pool, that player announces what mana is there.
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116
106.5
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
[ "Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana." ]
117
106.6
Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn’t affect the mana’s type.
[ "A player’s mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cube’s ability, which reads “{3}, {T}: Double the amount of each type of unspent mana you have.” The player’s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything." ]
118
106.6a
Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or additional effects created by the spell or ability will apply to all mana produced. If the spell or ability creates a delayed triggered ability that triggers when the mana is spent, a separate delayed triggered ability is created for each mana produced. If the spell or ability creates a continuous effect or replacement effect if the mana is spent, a separate effect is created once for each mana produced.
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119
106.7
Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
[ "Exotic Orchard has the ability “{T}: Add one mana of any color that a land an opponent controls could produce.” If your opponent controls no lands, activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if ...
120
106.8
If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a generic half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool.
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121
106.9
If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool.
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122
107.1
The only numbers the Magic game uses are integers.
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123
107.10
A type icon appears in the upper left corner of each card from the Future Sight™ set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play.
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124
107.11
The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has five tines at the top and tapers to a point at the bottom. See rule 901, “Planechase.”
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125
107.12
The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. It looks like a swirling vortex. See rule 901, “Planechase.”
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126
107.13
A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card’s color or colors. See rule 202, “Mana Cost and Color.”
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127
107.14
The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.
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128
107.15
The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as “rN”. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 714, “Saga Cards.”
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129
107.15a
“{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”
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130
107.15b
“{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”
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131
107.16
The text box of a Class card contains class level bars, each of which is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability. See rule 716, “Class Cards.”
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132
107.16a
“[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”
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133
107.17
The ticket symbol is {TK}. It represents one ticket counter.
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134
107.17a
A ticket symbol with a number inside it represents a ticket cost. To pay that cost, a player removes that many ticket counters from themselves.
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135
107.1a
You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.
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136
107.1b
Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles or sets to a specific value a player’s life total or the power and/or toughness of a creature or creature card.
[ "If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.", "Viridian Joiner is a 1/2 creature with the ability “{T}: Add an amount of {G} equal to Viridian Joiner’s power.” An effect gives it -2/-0, the...
137
107.1c
If a rule or ability instructs a player to choose “any number,” that player may choose any positive number or zero.
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138
107.2
If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.
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139
107.3
Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.
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140
107.3a
If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {X}, [-X], or X in it, and the value of X isn’t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule 601, “Casting Spells.”) While a spell is on the stack, any X in its mana cost or in any alternative cost or additional cost it has equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value.
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141
107.3b
If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting Spells.”
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142
107.3c
If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that’s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note that the value of X may change while that spell or ability is on the stack.
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143
107.3d
If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.
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144
107.3e
If a spell or ability refers to the {X} or X in the mana cost, alternative cost, additional cost, or activation cost of another object, any X in that spell or ability’s text uses the value of X chosen or defined for the other object.
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145
107.3f
Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it resolves).
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146
107.3g
If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.
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147
107.3h
If an effect instructs a player to pay an object’s mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.
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148
107.3i
Normally, all instances of X on an object have the same value at any given time.
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149
107.3j
If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn’t define a value of X. This is an exception to rule 107.3i. This may occur with ability-adding effects, text-changing effects, or copy effects.
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150
107.3k
If an object’s activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3i.
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151
107.3m
If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.
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152
107.3n
If a delayed triggered ability created by a resolving spell or ability refers to X, X is not defined in the text of that triggered ability, and the spell or ability that created it had a value of X chosen for any of its costs, the value of X for the triggered ability is the same as the value of X for the spell of ability that created it.
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153
107.3p
Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.
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154
107.4
The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; the hybrid Phyrexian symbols {W/U/P}, {W/B/P}, {U/B/P}, {U/R/P}, {B/R/P}, {B/G/P}, {R/G/P}, {R/W/P}, {G/W/P}, and {G/U/P}; and the snow mana symbol {S}.
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155
107.4a
There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, “Mana Cost and Color.”
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156
107.4b
Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.
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157
107.4c
The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.
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158
107.4d
The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 118.5.)
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159
107.4e
Hybrid mana symbols are also colored mana symbols. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.
[ "{G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}." ]
160
107.4f
Phyrexian mana symbols are colored mana symbols: {W/P} is white, {U/P} is blue, {B/P} is black, {R/P} is red, and {G/P} is green. A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life. There are also ten hybrid Phyrexian mana symbols. A hybrid Phyrexian mana symbol represents a cost that can be paid with one mana of either of its component colors or by paying 2 life. A hybrid Phyrexian mana symbol is both of its component colors.
[ "{W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life." ]
161
107.4g
In rules text, the Phyrexian symbol {P} with no colored background means any of the fifteen Phyrexian mana symbols.
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162
107.4h
When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule 106.3). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana.
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163
107.5
The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
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164
107.6
The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
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165
107.7
Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,” [-N] means “Remove N loyalty counters from this permanent,” and [0] means “Put zero loyalty counters on this permanent.” Loyalty symbols may also appear in abilities that modify loyalty costs.
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166
107.8
The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].” See rule 711, “Leveler Cards.”
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167
107.8a
“{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities].”
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168
107.8b
“{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”
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169
107.9
A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out when they’re in a graveyard. This icon has no effect on game play.
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170
108.1
Use the Oracle card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.
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171
108.2
When a rule or text on a card refers to a “card,” it means only a Magic card or an object represented by a Magic card.
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172
108.2a
Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Traditional Magic cards are included in players’ decks. Certain formats also use nontraditional Magic cards. Nontraditional Magic cards are not included in players’ decks. They may be used in supplementary decks. Additionally, they may be oversized, have different card backs, or both.
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173
108.2b
Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes.
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174
108.3
The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player’s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)
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175
108.3a
In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.
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176
108.3b
Some spells and abilities allow a player to take cards they own from outside the game and bring them into the game. (See rule 400.11b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in their sideboard. In all other cases, the owner of a card outside the game is its legal owner.
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177
108.4
A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 112.2.
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178
108.4a
If anything asks for the controller of a card that doesn’t have one (because it’s not a permanent or spell), use its owner instead.
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179
108.5
Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card other than a dungeon card (see rule 309, “Dungeons”) into the game from outside the game, it doesn’t; that card remains outside the game.
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180
108.6
For more information about cards, see section 2, “Parts of a Card.”
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181
109.1
An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.
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182
109.2
If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t refer to a specific zone or include the word “card,” “spell,” “source,” or “scheme,” it means a permanent of that card type or subtype on the battlefield.
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183
109.2a
If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.
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184
109.2b
If a spell or ability uses a description of an object that includes the word “spell,” it means a spell matching that description on the stack.
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185
109.2c
If a spell or ability uses a description of an object that includes the word “source,” it means a source matching that description—a source of an ability, of damage, or of mana—in any zone. See rules 113.7 and 609.7.
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186
109.2d
If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone on which that ability is printed.
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187
109.3
An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, defense, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’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.
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188
109.4
Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are six exceptions to this rule:
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189
109.4a
The controller of a mana ability is determined as though it were on the stack. See rule 605, “Mana Abilities.”
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190
109.4b
A triggered ability that has triggered but is waiting to be placed on the stack is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f. See also rule 603, “Handling Triggered Abilities.”
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191
109.4c
An emblem is controlled by the player who puts it into the command zone. See rule 114, “Emblems.”
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192
109.4d
In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.
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193
109.4e
In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.
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194
109.4f
In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.
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195
109.4g
In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.
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196
109.5
The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.
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197
110.1
A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule.
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198
110.2
A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 111.2). A permanent’s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.
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199