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514.3
Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:
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1,000
514.3a
At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.
[]
1,001
601.1
Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.
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1,002
601.1a
Some effects still refer to “playing” a card. “Playing a card” means playing that card as a land or casting that card as a spell, whichever is appropriate.
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1,003
601.2
To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules 601.2a–d) and determination and payment of costs (rules 601.2f–h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process (see rule 601.3). If a player is unable to comply with the requirements of a step listed below while performing that step, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 730, “Handling Illegal Actions”).
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1,004
601.2a
To propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. Any continuous effects that modify the characteristics of the spell as you start casting it begin as it is put on the stack (see rule 611.2f). The spell remains on the stack until it resolves, it’s countered, or a rule or effect moves it elsewhere.
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1,005
601.2b
If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.47), they reveal those cards in their hand. If the spell has alternative or additional costs that will be paid as it’s being cast such as buyback or kicker costs (see rules 118.8 and 118.9), the player announces their intentions to pay any or all of those costs (see rule 601.2f). A player can’t apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it’s being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend to pay 2 life or a corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player’s options when making these choices.
[]
1,006
601.2c
The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce those targets. In some cases, the number of targets will be defined by the spell’s text. Once the number of targets the spell has is determined, that number doesn’t change, even if the information used to determine the number of targets does. The same target can’t be chosen multiple times for any one instance of the word “target” on the spell. However, if the spell uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that they obey the maximum possible number of such effects without violating any rules or effects that say that an object or player can’t be chosen as a target. The chosen objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players become the target of a spell trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.)
[ "If a spell says “Tap two target creatures,” then the same creature can’t be chosen twice; the spell requires two different legal targets. A spell that says “Destroy target artifact and target land,” however, can target the same artifact land twice because it uses the word “target” in multiple places." ]
1,007
601.2d
If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.
[]
1,008
601.2e
The game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule 730, “Handling Illegal Actions”).
[]
1,009
601.2f
The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes “locked in.” If effects would change the total cost after this time, they have no effect.
[]
1,010
601.2g
If the total cost includes a mana payment, the player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). Mana abilities must be activated before costs are paid.
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1,011
601.2h
The player pays the total cost. First, they pay all costs that don’t involve random elements or moving objects from the library to a public zone, in any order. Then they pay all remaining costs in any order. Partial payments are not allowed. Unpayable costs can’t be paid.
[ "You cast Altar’s Reap, which costs {1}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to cast. Because a spell’s total cost is “locked in” before payments are actually made, you pay {B}, not {1}{B}, even though you’re sacrificing the Familiar." ]
1,012
601.2i
Once the steps described in 601.2a–h are completed, effects that modify the characteristics of the spell as it’s cast are applied, then the spell becomes cast. Any abilities that trigger when a spell is cast or put onto the stack trigger at this time. If the spell’s controller had priority before casting it, they get priority.
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1,013
601.3
A player can begin to cast a spell only if a rule or effect allows that player to cast it and no rule or effect prohibits that player from casting it.
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1,014
601.3a
If an effect prohibits a player from casting a spell with certain qualities, that player may consider any choices to be made during that spell’s proposal that may cause those qualities to change. If any such choices could cause that effect to no longer prohibit that player from casting that spell, the player may begin to cast the spell, ignoring the effect.
[ "A player controls Void Winnower, which reads, in part, “Your opponents can’t cast spells with even mana values.” That player’s opponent may begin to cast Rolling Thunder, a card whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spell’s mana value to become odd." ]
1,015
601.3b
If an effect allows a player to cast a spell with certain qualities as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause that spell’s qualities to change. If any such choices could cause that effect to apply, that player may begin to cast that spell as though it had flash.
[ "An effect says that you may cast Aura spells as though they had flash, and you have a creature card with bestow in your hand. Because choosing the bestow ability’s alternative cost causes that spell to become an Aura spell, you may legally begin to cast that spell as though it had flash." ]
1,016
601.3c
If an effect allows a player to cast a spell as though it had flash only if an alternative or additional cost is paid, that player may begin to cast that spell as though it had flash.
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1,017
601.3d
If a spell would have flash only if certain conditions are met, its controller may begin to cast that spell as though it had flash if those conditions are met.
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1,018
601.3e
Some rules and effects state that an alternative set of characteristics or a subset of characteristics are considered to determine if a card or copy of a card is legal to cast. These alternative characteristics replace the object’s characteristics for this determination. Continuous effects that would apply to that object once it has those characteristics are also considered.
[ "Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a noncreature card with morph, you may cast it using its morph ability.", "Melek, Izzet Paragon says, in part, “You may cast instant and sorcery spells from the top of your library.” If you control Melek, Izzet Paragon and the top card of your library is Giant Killer, an adventurer creature card whose Adventure is an instant named Chop Down, you may cast Chop Down but not Giant Killer. If instead you control Garruk’s Horde and the top card of your library is Giant Killer, you may cast Giant Killer but not Chop Down." ]
1,019
601.3f
Some effects allow a player to cast a spell with certain qualities from among face-down cards in exile. A player may begin to cast such a spell only if they can look at the face-down card in exile.
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1,020
601.4
While announcing the choices of any modes, alternative costs, and/or additional costs as described in rule 601.2b, some options may be available to a player only if other choices are made that would normally be made later in that rule’s instructions. In that case, the spell’s controller may consider any other choices to be made in that step. If any such choices could allow them to choose a particular mode, alternative cost, or additional cost, they may do so.
[ "Inscription of Abundance is a modal spell with kicker and the text “Choose one. If this spell was kicked, choose any number instead.” When announcing the chosen modes for the spell, its controller may choose any number of modes, even though choosing to pay the kicker cost is normally done later in the announcement process." ]
1,021
601.5
If a player is no longer allowed to cast a spell after completing its proposal (see rules 601.2a–d), the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 730, “Handling Illegal Actions”). It doesn’t matter if a rule or effect would make the casting of the spell illegal while determining and paying that spell’s costs (see rules 601.2f–h) or any time after the spell has been cast.
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1,022
601.5a
Once a player has begun casting a spell that had flash because certain conditions were met or that could be cast as though it had flash because certain conditions were met (see 601.3d), they may continue to cast that spell as though it had flash even if those conditions stop being met.
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1,023
601.6
Some spells specify that one of their controller’s opponents does something the controller would normally do while it’s being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell’s controller normally would do so.
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1,024
601.6a
If there is more than one opponent who could make such a choice, the spell’s controller decides which of those opponents will make the choice.
[]
1,025
601.6b
If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell’s controller goes first, then the other player. This is an exception to rule 101.4.
[]
1,026
601.7
Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.
[]
1,027
602.1
Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”
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1,028
602.1a
The activation cost is everything before the colon (:). An ability’s activation cost must be paid by the player who is activating it.
[ "The activation cost of an ability that reads “{2}, {T}: You gain 1 life” is two mana of any type plus tapping the permanent that has the ability." ]
1,029
602.1b
Some text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability’s effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability’s effect.
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1,030
602.1c
An activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability.
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1,031
602.1d
Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.
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1,032
602.2
To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 730, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.
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1,033
602.2a
The player announces that they are activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed. That ability is created on the stack as an object that’s not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.
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1,034
602.2b
The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b–i. Those rules apply to activating an ability just as they apply to casting a spell. An activated ability’s analog to a spell’s mana cost (as referenced in rule 601.2f) is its activation cost.
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1,035
602.3
Some abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability’s controller normally would do so.
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1,036
602.3a
If there is more than one opponent who could make such a choice, the ability’s controller decides which of those opponents will make the choice.
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1,037
602.3b
If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability’s controller goes first, then the other player. This is an exception to rule 101.4.
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1,038
602.4
Activating an ability that alters costs won’t affect spells and abilities that are already on the stack.
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1,039
602.5
A player can’t begin to activate an ability that’s prohibited from being activated.
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1,040
602.5a
A creature’s activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost can’t be activated unless the creature has been under its controller’s control since the start of their most recent turn. Ignore this rule for creatures with haste (see rule 702.10).
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1,041
602.5b
If an activated ability has a restriction on its use (for example, “Activate only once each turn”), the restriction continues to apply to that object even if its controller changes.
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1,042
602.5c
If an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn’t apply to other, identically worded abilities.
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1,043
602.5d
Activated abilities that read “Activate only as a sorcery” mean the player must follow the timing rules for casting a sorcery spell, though the ability isn’t actually a sorcery. The player doesn’t actually need to have a sorcery card that they could cast.
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1,044
602.5e
Activated abilities that read “Activate only as an instant” mean the player must follow the timing rules for casting an instant spell, though the ability isn’t actually an instant. The player doesn’t actually need to have an instant card that they could cast.
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1,045
603.1
Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”
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1,046
603.10
Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:
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1,047
603.10a
Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library.
[ "Two creatures are on the battlefield along with an artifact that has the ability “Whenever a creature dies, you gain 1 life.” Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures." ]
1,048
603.10b
Abilities that trigger when a permanent phases out look back in time.
[]
1,049
603.10c
Abilities that trigger specifically when an object becomes unattached look back in time.
[]
1,050
603.10d
Abilities that trigger when a player loses control of an object look back in time.
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1,051
603.10e
Abilities that trigger when a spell is countered look back in time.
[]
1,052
603.10f
Abilities that trigger when a player loses the game look back in time.
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1,053
603.10g
Abilities that trigger when a player planeswalks away from a plane look back in time.
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1,054
603.11
Some objects have a static ability that’s linked to one or more triggered abilities. (See rule 607, “Linked Abilities.”) These objects combine the abilities into one paragraph, with the static ability first, followed by each triggered ability that’s linked to it. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning.
[ "An ability that reads “Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card” is a static ability linked to a triggered ability." ]
1,055
603.12
A resolving spell or ability may allow or instruct a player to take an action and create a triggered ability that triggers “when [a player] [does or doesn’t]” take that action or “when [something happens] this way.” These reflexive triggered abilities follow the rules for delayed triggered abilities (see rule 603.7), except that they’re checked immediately after being created and trigger based on whether the trigger event or events occurred earlier during the resolution of the spell or ability that created them.
[ "Heart-Piercer Manticore has an ability that reads “When Heart-Piercer Manticore enters the battlefield, you may sacrifice another creature. When you do, Heart-Piercer Manticore deals damage equal to that creature’s power to any target.” The reflexive triggered ability triggers only when you sacrifice another creature due to the original triggered ability, and not if you sacrifice a creature for any other reason." ]
1,056
603.12a
Normally, if the trigger event or events occur multiple times during the resolution of the spell or ability that created it, the reflexive triggered ability will trigger once for each of those times. However, if a resolving spell or ability includes a choice to pay a cost “any number of times” and creates a triggered ability that triggers “when [a player] pays [that cost] one or more times,” paying that cost one or more times causes the reflexive triggered ability to trigger only once.
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1,057
603.1a
A triggered ability may include instructions after its effects that limit what the ability may target or state that it can’t be countered. This text is not part of the ability’s effect. It functions while the ability is on the stack.
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1,058
603.2
Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.
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1,059
603.2a
Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that preclude abilities from being activated don’t affect them.
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1,060
603.2b
When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger.
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1,061
603.2c
An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.
[ "A permanent has an ability whose trigger condition reads, “Whenever a land is put into a graveyard from the battlefield, . . . .” If someone casts a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell’s resolution." ]
1,062
603.2d
An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn’t invoke itself repeatedly and doesn’t apply to other effects that affect how many times an ability triggers.
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1,063
603.2e
Some effects refer to a triggered ability of an object. Such effects refer only to triggered abilities the object has, not any delayed triggered abilities (see rule 603.7) that may be created by abilities the object has.
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1,064
603.2f
Some trigger events use the word “becomes” (for example, “becomes attached” or “becomes blocked”). These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent “becomes tapped” or “becomes untapped” doesn’t trigger if the permanent enters the battlefield in that state.
[ "An ability that triggers when a permanent “becomes tapped” triggers only when the status of a permanent that’s already on the battlefield changes from untapped to tapped." ]
1,065
603.2g
If a triggered ability’s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.
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1,066
603.2h
An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything.
[ "An ability that triggers on damage being dealt won’t trigger if all the damage is prevented." ]
1,067
603.2i
A triggered ability may have an instruction followed by “Do this only once each turn.” This ability triggers only if its source’s controller has not yet taken the indicated action that turn.
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1,068
603.3
Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.
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1,069
603.3a
A triggered ability 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.
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1,070
603.3b
If multiple abilities have triggered since the last time a player received priority, the abilities are placed on the stack in a two-part process. First, each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn’t another ability triggering on the stack in any order they choose. (See rule 101.4.) Second, each player, in APNAP order, puts all remaining triggered abilities they control on the stack in any order they choose. Then the game once again checks for and performs state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.
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1,071
603.3c
If a triggered ability is modal, its controller announces the mode choice when putting the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 700.2.)
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1,072
603.3d
The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.
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1,073
603.4
A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.)
[ "Felidar Sovereign reads, “At the beginning of your upkeep, if you have 40 or more life, you win the game.” Its controller’s life total is checked as that player’s upkeep begins. If that player has 39 or less life, the ability doesn’t trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that player’s life total is checked again. If that player has 39 or less life at this time, the ability is removed from the stack and has no effect. If that player has 40 or more life at this time, the ability resolves and that player wins the game." ]
1,074
603.5
Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.
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1,075
603.6
Trigger events that involve objects changing zones are called “zone-change triggers.” Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.
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1,076
603.6a
Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters the battlefield, . . . “ or “Whenever a [type] enters the battlefield, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.
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1,077
603.6b
Continuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don’t apply before the permanent is on the battlefield, however (see rule 603.6d).
[ "If an effect reads “All lands are creatures” and a land card is played, the effect makes the land card into a creature the moment it enters the battlefield, so it would trigger abilities that trigger when a creature enters the battlefield. Conversely, if an effect reads “All creatures lose all abilities” and a creature card with an enters-the-battlefield triggered ability enters the battlefield, that effect will cause it to lose its abilities the moment it enters the battlefield, so the enters-the-battlefield ability won’t trigger." ]
1,078
603.6c
Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .” or “Whenever [something] is put into a graveyard from the battlefield, . . . .” (See also rule 603.10.) An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone “from anywhere” is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.
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1,079
603.6d
Some permanents have text that reads “[This permanent] enters the battlefield with . . . ,” “As [this permanent] enters the battlefield . . . ,” “[This permanent] enters the battlefield as . . . ,” or “[This permanent] enters the battlefield tapped.” Such text is a static ability—not a triggered ability—whose effect occurs as part of the event that puts the permanent onto the battlefield.
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1,080
603.6e
Some Auras have triggered abilities that trigger on the enchanted permanent leaving the battlefield. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner’s graveyard after state-based actions have been checked. See rule 400.7.
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1,081
603.7
An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin the ability.
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1,082
603.7a
Delayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. A delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible.
[ "Part of an effect reads “When this creature leaves the battlefield,” but the creature in question leaves the battlefield before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers.", "If an effect reads “When this creature becomes untapped” and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps." ]
1,083
603.7b
A delayed triggered ability will trigger only once—the next time its trigger event occurs—unless it has a stated duration, such as “this turn.” If its trigger event occurs more than once simultaneously and the ability doesn’t have a stated duration, the controller of the delayed triggered ability chooses which event causes the ability to trigger.
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1,084
603.7c
A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. However, if that object is no longer in the zone it’s expected to be in at the time the delayed triggered ability resolves, the ability won’t affect it. (Note that if that object left that zone and then returned, it’s a new object and thus won’t be affected. See rule 400.7.)
[ "An ability that reads “Exile this creature at the beginning of the next end step” will exile the permanent even if it’s no longer a creature during the next end step. However, it won’t do anything if the permanent left the battlefield before then." ]
1,085
603.7d
If a spell creates a delayed triggered ability, the source of that delayed triggered ability is that spell. The controller of that delayed triggered ability is the player who controlled that spell as it resolved.
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1,086
603.7e
If an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.
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1,087
603.7f
If a static ability generates a replacement effect which causes a delayed triggered ability to be created, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the replacement effect was applied.
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1,088
603.7g
If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the action was taken.
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1,089
603.7h
An activated or triggered ability may create a delayed triggered ability that triggers when the ability that created it has resolved a certain number of times in a turn. In that case, that delayed triggered ability is created only once, during the appropriate resolution of that ability.
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1,090
603.8
Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.
[ "A permanent’s ability reads, “Whenever you have no cards in hand, draw a card.” If its controller plays the last card from their hand, the ability will trigger once and won’t trigger again until it has left the stack. If its controller casts a spell that reads “Discard your hand, then draw that many cards,” the ability will trigger during the spell’s resolution because the player’s hand was momentarily empty." ]
1,091
603.9
Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason, unless that player leaves the game as the result of a draw. See rule 104.3.
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1,092
604.1
Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they’re simply true.
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1,093
604.2
Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 113.6.
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1,094
604.3
Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). Characteristic-defining abilities can add to or override information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game and before the game begins.
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1,095
604.3a
A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object’s colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met.
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1,096
604.4
Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one.
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1,097
604.5
Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say “As an additional cost to cast . . . ,” “You may pay [cost] rather than pay [this object]’s mana cost,” and “You may cast [this object] without paying its mana cost” work while a spell is on the stack.
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1,098
604.6
Some static abilities apply while a card is in any zone that you could cast or play it from (usually your hand). These are limited to those that read, “You may [cast/play] [this card] . . . ,” “You can’t [cast/play] [this card] . . . ,” and “[Cast/Play] [this card] only . . . .”
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1,099