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611.2f
Some spells and abilities generate a continuous effect that modifies the characteristics of the next spell a player casts, the next spell that fulfills certain conditions a player casts during some duration, or similar. These effects do not begin immediately. Rather, they begin to apply at the time that player next put...
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1,200
611.3
A continuous effect may be generated by the static ability of an object.
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1,201
611.3a
A continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates.
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1,202
611.3b
The effect applies at all times that the permanent generating it is on the battlefield or the object generating it is in the appropriate zone.
[ "A permanent with the static ability “All white creatures get +1/+1” generates an effect that continuously gives +1/+1 to each white creature on the battlefield. If a creature becomes white, it gets this bonus; a creature that stops being white loses it." ]
1,203
611.3c
Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the...
[ "A permanent with the static ability “All white creatures get +1/+1” is on the battlefield. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn’t enter the battlefield as 1/1 and then change to 2/2." ]
1,204
611.3d
Continuous effects from static abilities may allow a player to play a land or cast a permanent spell, or may grant an ability to a permanent spell or card that allows it to be cast. If the effect also grants that object an ability that functions only on the battlefield, that ability lasts as long as stated by the effec...
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1,205
612.1
Some continuous effects change an object’s text. This can apply to any words or symbols printed on that object, but generally affects only that object’s rules text (which appears in its text box) and/or the text that appears in its type line. Such an effect is a text-changing effect.
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1,206
612.10
A splice ability changes a spell’s text by adding the rules text of the card with splice to the spell, following that spell’s own rules text. It doesn’t modify or replace any of that spell’s own text. (See rule 702.47, “Splice.”)
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1,207
612.2
A text-changing effect changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). An effect that changes a color word or a subtype can’t change a card name, even if that na...
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1,208
612.2a
Most spells and abilities that create creature tokens use creature types to define both the creature types and the names of the tokens. A text-changing effect that affects such a spell or an object with such an ability can change these words because they’re being used as creature types, even though they’re also being u...
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1,209
612.3
Effects that add or remove abilities don’t change the text of the objects they affect, so any abilities that are granted to an object can’t be modified by text-changing effects that affect that object.
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1,210
612.4
A token’s subtypes and rules text are defined by the spell or ability that created the token. A text-changing effect that affects a token can change these characteristics.
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1,211
612.5
One card (Exchange of Words) instructs a player to exchange the text boxes of two objects. This replaces all of the rules text of each object with the rules text of the other object. (In games involving certain cards that aren’t covered by these rules, other elements of the text box may also be exchanged. See rule 100....
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1,212
612.6
One card (Volrath’s Shapeshifter) states that an object has the “full text” of another object. This changes not just the text that appears in the object’s text box and type line, but also changes the text that represents its name, mana cost, color indicator, power, and toughness.
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1,213
612.7
One card (Spy Kit) states that an object has “all names of nonlegendary creature cards.” This changes the text that represents the object’s name. That object has the name of each nonlegendary creature card in the Oracle card reference. (See rule 108.1.)
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1,214
612.8
Some cards create a continuous effect that sets the name of an object. This changes the text that represents the object’s name. That object loses any names it had and has only the specified name.
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1,215
612.9
A name sticker on a permanent or on a card not on the battlefield creates a continuous effect that adds a word to the text that represents the object’s name. (See rule 123.6.)
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1,216
613.1
The values of an object’s characteristics are determined by starting with the actual object. For a card, that means the values of the characteristics printed on that card. For a token or a copy of a spell or card, that means the values of the characteristics defined by the effect that created it. Then all applicable co...
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1,217
613.10
Some continuous effects affect players rather than objects. For example, an effect might give a player protection from red. All such effects are applied in timestamp order after the determination of objects’ characteristics. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).
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1,218
613.11
Some continuous effects affect game rules rather than objects. For example, effects may modify a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abiliti...
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1,219
613.1a
Layer 1: Rules and effects that modify copiable values are applied.
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1,220
613.1b
Layer 2: Control-changing effects are applied.
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1,221
613.1c
Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.”
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1,222
613.1d
Layer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype.
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1,223
613.1e
Layer 5: Color-changing effects are applied.
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1,224
613.1f
Layer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can’t have an ability are applied.
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1,225
613.1g
Layer 7: Power- and/or toughness-changing effects are applied.
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1,226
613.2
Within layer 1, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)
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1,227
613.2a
Layer 1a: Copiable effects are applied. This includes copy effects (see rule 707, “Copying Objects”) and changes to an object’s characteristics determined by merging an object with a permanent (see rule 727, “Merging with Permanents”). “As . . . enters the battlefield” and “as . . . is turned face up” abilities generat...
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1,228
613.2b
Layer 1b: Face-down spells and permanents have their characteristics modified as defined in rule 708.2.
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1,229
613.2c
After all rules and effects in layer 1 have been applied, the object’s characteristics are its copiable values. (See rule 707.2.)
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1,230
613.3
Within layers 2–6, apply effects from characteristic-defining abilities first (see rule 604.3), then all other effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a layer. (See rule 613.8.)
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1,231
613.4
Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule 613.7.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)
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1,232
613.4a
Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.
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1,233
613.4b
Layer 7b: Effects that set power and/or toughness to a specific number or value are applied. Effects that refer to the base power and/or toughness of a creature apply in this layer.
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1,234
613.4c
Layer 7c: Effects and counters that modify power and/or toughness (but don’t set power and/or toughness to a specific number or value) are applied.
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1,235
613.4d
Layer 7d: Effects that switch a creature’s power and toughness are applied. Such effects take the value of power and apply it to the creature’s toughness, and take the value of toughness and apply it to the creature’s power.
[ "A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. A new effect gives the creature +5/+0. Its “unswitched” power and toughness would be 6/4, so its actual power and toughness is 4/6.", "A 1/3 creature is given +0/+1 by ...
1,236
613.5
The application of continuous effects as described by the layer system is continually and automatically performed by the game. All resulting changes to an object’s characteristics are instantaneous.
[ "Honor of the Pure is an enchantment that reads “White creatures you control get +1/+1.” Honor of the Pure and a 2/2 black creature are on the battlefield under your control. If an effect then turns the creature white (layer 5), it gets +1/+1 from Honor of the Pure (layer 7c), becoming 3/3. If the creature’s color ...
1,237
613.6
If an effect should be applied in different layers and/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability gene...
[ "An effect that reads “Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn” is both a power- and toughness-changing effect and a color-changing effect. The “becomes the color of your choice” part is applied in layer 5, and then the “gets +1/+1” part is applied in layer 7c.", "Act of Tre...
1,238
613.7
Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.
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1,239
613.7a
A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. If the effect that created the ability has the later timestamp and the object the ability is on receives a new timestamp, each con...
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1,240
613.7b
A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created.
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1,241
613.7c
Each counter receives a timestamp as it’s put on an object or player. If that object or player already has a counter of that kind on it, each counter of that kind receives a new timestamp identical to that of the new counter.
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1,242
613.7d
An object receives a timestamp at the time it enters a zone.
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1,243
613.7e
Rune of Flight is an Aura that grants enchanted Equipment “Equipped creature has flying.” A player attaches Rune of Flight to Colossus Hammer, an Equipment with “Equipped creature gets +10/+10 and loses flying.” The ability granted by Rune of Flight shares Rune of Flight’s timestamp because it is later than Colossus Ha...
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1,244
613.7e
An Aura, Equipment, or Fortification receives a new timestamp each time it becomes attached to an object or player.
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1,245
613.7f
A permanent receives a new timestamp each time it turns face up or face down.
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1,246
613.7g
A transforming double-faced permanent receives a new timestamp each time it transforms or converts.
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1,247
613.7h
A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.
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1,248
613.7i
A face-up vanguard card receives a timestamp at the beginning of the game.
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1,249
613.7j
A conspiracy card receives a timestamp at the beginning of the game. If it’s face down, it receives a new timestamp at the time it turns face up.
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1,250
613.7k
A sticker receives a new timestamp each time it’s put on an object. If the object a sticker is on receives a new timestamp, the sticker receives a new timestamp immediately after that one. If the object a sticker is on becomes part of a merged permanent on the battlefield, the sticker receives a new timestamp at that t...
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1,251
613.7m
If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, their relative timestamps are determined in APNAP order (see rule 101.4). Objects controlled by the active player (or owned by the active player, if they have no controller) ha...
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1,252
613.8
Within a layer or sublayer, determining which order effects are applied in is sometimes done using a dependency system. If a dependency exists, it will override the timestamp system.
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1,253
613.8a
An effect is said to “depend on” another if (a) it’s applied in the same layer (and, if applicable, sublayer) as the other effect; (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a c...
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1,254
613.8b
An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they’re applied in timestamp order relative to each other. If several dependent effects form a dependency loop, then this rule is...
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1,255
613.8c
After each effect is applied, the order of remaining effects is reevaluated and may change if an effect that has not yet been applied becomes dependent on or independent of one or more other effects that have not yet been applied.
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1,256
613.9
One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.
[ "Two effects are affecting the same creature: one from an Aura that says “Enchanted creature has flying” and one from an Aura that says “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...
1,257
614.1
Some continuous effects are replacement effects. Like prevention effects (see rule 615), replacement effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a particular event that would happen and completely or partially replace that event with a different event. They ac...
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1,258
614.10
An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. “Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase, or turn has started, it can no longer be skipped—any skip effects will wait until the next occurrence.
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1,259
614.10a
Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two effects each cause a player to skip their next occurrence, that player must skip the next two; one effect will be satisfied in skipping ...
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1,260
614.10b
Some effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.
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1,261
614.11
Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player’s library.
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1,262
614.11a
If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence.
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1,263
614.11b
If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.
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1,264
614.12
Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects ...
[ "Voice of All says “As Voice of All enters the battlefield, choose a color” and “Voice of All has protection from the chosen color.” An effect creates a token that’s a copy of Voice of All. As that token is created, the token’s controller chooses a color for it.", "Yixlid Jailer says “Cards in graveyards lose all...
1,265
614.12a
If a replacement effect that modifies how a permanent enters the battlefield requires a choice, that choice is made before the permanent enters the battlefield.
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1,266
614.12b
Some replacement effects cause a permanent to enter the battlefield with its controller’s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. “[Anchor word] — [ability]” means “As long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [...
[]
1,267
614.13
An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.
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1,268
614.13a
While applying an effect that modifies how a permanent enters the battlefield, you may have to choose a number of objects that will also change zones. You can’t choose the object that will become that permanent or any other object entering the battlefield at the same time as that object.
[ "Sutured Ghoul says, in part, “As Sutured Ghoul enters the battlefield, exile any number of creature cards from your graveyard.” If Sutured Ghoul and Runeclaw Bear enter the battlefield from your graveyard at the same time, you can’t choose to exile either of them when applying Sutured Ghoul’s replacement effect." ...
1,269
614.13b
The same object can’t be chosen to change zones more than once when applying replacement effects that modify how a single permanent enters the battlefield.
[ "Jund (a plane card) says, “Whenever a player casts a black, red, or green creature spell, it gains devour 5.” A player controls Runeclaw Bear and casts Thunder-Thrash Elder, a red creature spell with devour 3. As Thunder-Thrash Elder enters the battlefield, its controller can choose to sacrifice Runeclaw Bear when...
1,270
614.13c
While applying a replacement effect that modifies how a permanent enters the battlefield, another replacement effect may cause a player to mill cards or exile cards from the top of a library. In that case, any card that is entering the battlefield from that library won’t be included in that effect, even though those ca...
[ "Ashiok, Wicked Manipulator has an ability that reads “If you would pay life while your library has at least that many cards in it, exile that many cards from the top of your library instead.” Breeding Pool is a land that reads, in part, “As Breeding Pool enters the battlefield, you may pay 2 life.” If an effect al...
1,271
614.14
An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards in the exile zone that were put ...
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1,272
614.15
Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is ...
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1,273
614.16
Some replacement effects apply “if an effect would create one or more tokens” or “if an effect would put one or more counters on a permanent.” These replacement effects apply if the effect of a resolving spell or ability creates a token or puts a counter on a permanent, and they also apply if another replacement or pre...
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1,274
614.17
Some effects state that something can’t happen. These effects aren’t replacement effects, but follow similar rules.
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1,275
614.17a
“Can’t” effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened.
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1,276
614.17b
If an event can’t happen, a player can’t choose to pay a cost that includes that event.
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1,277
614.17c
If an event can’t happen, it can only be replaced by a self-replacement effect (see rule 614.15). Other replacement and/or prevention effects can’t modify or replace it.
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1,278
614.17d
Some “can’t” effects modify how a permanent enters the battlefield or whether it can enter the battlefield. Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which “can’t...
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1,279
614.1a
Effects that use the word “instead” are replacement effects. Most replacement effects use the word “instead” to indicate what events will be replaced with other events.
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1,280
614.1b
Effects that use the word “skip” are replacement effects. These replacement effects use the word “skip” to indicate what events, steps, phases, or turns will be replaced with nothing.
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1,281
614.1c
Effects that read “[This permanent] enters the battlefield with . . . ,” “As [this permanent] enters the battlefield . . . ,” or “[This permanent] enters the battlefield as . . . “ are replacement effects.
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1,282
614.1d
Continuous effects that read “[This permanent] enters the battlefield . . .” or “[Objects] enter the battlefield . . .” are replacement effects.
[]
1,283
614.1e
Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects.
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1,284
614.2
Some replacement effects apply to damage from a source. See rule 609.7.
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1,285
614.3
There are no special restrictions on casting a spell or activating an ability that generates a replacement effect. Such effects last until they’re used up or their duration has expired.
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1,286
614.4
Replacement effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.
[ "A player can activate an ability to regenerate a creature in response to a spell that would destroy it. Once the spell resolves, though, it’s too late to regenerate the creature." ]
1,287
614.5
A replacement effect doesn’t invoke itself repeatedly; it gets only one opportunity to affect an event or any modified events that may replace that event.
[ "A player controls two permanents, each with an ability that reads “If a creature you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.” A creature that normally deals 2 damage will deal 8 damage—not just 4, and not an infinite amount." ]
1,288
614.6
If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.
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1,289
614.7
If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.
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1,290
614.7a
If a source would deal 0 damage, it does not deal damage at all. Replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.
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1,291
614.8
Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the card but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacki...
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1,292
614.9
Some effects replace damage dealt to one battle, creature, planeswalker, or player with the same damage dealt to another battle, creature, planeswalker, or player; such effects are called redirection effects. If one of those permanents is no longer on the battlefield when the damage would be redirected, or is no longer...
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1,293
615.1
Some continuous effects are prevention effects. Like replacement effects (see rule 614), prevention effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a damage event that would happen and completely or partially prevent the damage that would be dealt. They act like “...
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1,294
615.10
Some prevention effects generated by static abilities refer to a specific amount of damage—for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from ...
[ "Daunting Defender says “If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.” Pyroclasm says “Pyroclasm deals 2 damage to each creature.” Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting Defender’s controller. It will deal 2 damage to each other creat...
1,295
615.11
Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves.
[ "Wojek Apothecary has an ability that says “{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.” When the ability resolves, it gives the target creature and each other creature on the battlefield that shares a color with it at that tim...
1,296
615.12
Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won’t be reduced by damage that can’t b...
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1,297
615.12a
A prevention effect is applied to any particular unpreventable damage event just once. It won’t invoke itself repeatedly trying to prevent that damage.
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1,298
615.13
Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage.
[]
1,299