number
stringlengths
5
7
text
stringlengths
4
2.56k
examples
listlengths
0
4
__index_level_0__
int64
0
2.94k
701.42b
If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order.
[]
1,500
701.42c
If a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won’t trigger.
[]
1,501
701.42d
An ability that triggers whenever a player surveils triggers after the process described in rule 701.42a is complete, even if some or all of those actions were impossible.
[]
1,502
701.43
Adapt
[]
1,503
701.43a
“Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”
[]
1,504
701.44
Amass
[]
1,505
701.44a
To amass [subtype] N means “If you don’t control an Army creature, create a 0/0 black [subtype] Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature. If it isn’t a [subtype], it becomes a [subtype] in addition to its other types.”
[]
1,506
701.44b
A player “amassed” after the process described in rule 701.44a is complete, even if some or all of those actions were impossible.
[]
1,507
701.44c
The phrases “the Army you amassed” and “the amassed Army” refer to the creature you chose, whether or not it received counters.
[]
1,508
701.44d
Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read “amass Zombies N.”
[]
1,509
701.45
Learn
[]
1,510
701.45a
“Learn” means “You may discard a card. If you do, draw a card. If you didn’t discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.”
[]
1,511
701.46
Venture into the Dungeon
[]
1,512
701.46a
If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule 309, “Dungeons.”
[]
1,513
701.46b
If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.
[]
1,514
701.46c
If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule 309.7). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon.
[]
1,515
701.46d
Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in 701.46b–c.
[]
1,516
701.47
Connive
[]
1,517
701.47a
Certain abilities instruct a permanent to connive. To do so, that permanent’s controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a +1/+1 counter on the conniving permanent.
[]
1,518
701.47b
A permanent “connives” after the process described in rule 701.47a is complete, even if some or all of those actions were impossible.
[]
1,519
701.47c
If a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it.
[]
1,520
701.47d
If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls one or more of those permanents chooses one of them and it connives. Then if any permanents remain on the battlefield which have been instructed to connive and have not done so, this process is repeated.
[]
1,521
701.47e
Connive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/+1 counters on the permanent equal to the number of nonland cards discarded this way.
[]
1,522
701.48
Open an Attraction
[]
1,523
701.48a
A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 717, “Attraction Cards”).
[]
1,524
701.48b
To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control.
[]
1,525
701.48c
An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn’t trigger.
[]
1,526
701.49
Roll to Visit Your Attractions
[]
1,527
701.49a
To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been “visited” and its visit ability triggers. See rule 717, “Attraction Cards,” and rule 702.159, “Visit.”
[]
1,528
701.4a
To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
[]
1,529
701.4b
To cast a card is to cast it as a spell.
[]
1,530
701.5
Counter
[]
1,531
701.50
Convert
[]
1,532
701.50a
To convert a permanent, turn it so that its other face is up. This follows rules 701.28a–f, 712.9–10, and 712.18. Those rules apply to converting a permanent just as they apply to transforming a permanent.
[]
1,533
701.50b
Although converting a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent converts, and so on.
[]
1,534
701.50c
If a spell or ability instructs a player to convert a permanent that isn’t represented by a transforming token or a transforming double-faced card, nothing happens.
[]
1,535
701.50d
If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is represented by an instant or sorcery card face, or is a transforming token that was created with an instant or sorcery face, nothing happens.
[]
1,536
701.50e
If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to convert it, the permanent does so only if it hasn’t converted or transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to convert that permanent, the permanent does so only if it hasn’t converted or transformed since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.
[]
1,537
701.50f
If a spell or ability states that a permanent can’t transform, that permanent also can’t convert.
[]
1,538
701.51
Incubate
[]
1,539
701.51a
To incubate N, create an Incubator token that enters the battlefield with N +1/+1 counters on it. See rule 111.10i.
[]
1,540
701.51b
An Incubator token is a transforming double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this artifact.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.”
[]
1,541
701.52
The Ring Tempts You
[]
1,542
701.52a
Certain spells and abilities have the text “the Ring tempts you.” Each time the Ring tempts you, choose a creature you control. That creature becomes your Ring-bearer until another creature becomes your Ring-bearer or another player gains control of it.
[]
1,543
701.52b
Ring-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value.
[]
1,544
701.52c
If a player doesn’t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring before choosing a creature to be their Ring-bearer. The Ring has “Your Ring-bearer is legendary and can’t be blocked by creatures with greater power.” As long as the Ring has tempted that player two or more times, it has “Whenever your Ring-bearer attacks, draw a card, then discard a card.” As long as the Ring has tempted that player three or more times, it has “Whenever your Ring-bearer becomes blocked by a creature, the blocking creature’s controller sacrifices it at end of combat.” As long as the Ring has tempted that player four or more times, it has “Whenever your Ring-bearer deals combat damage to a player, each opponent loses 3 life.”
[]
1,545
701.52d
Some abilities trigger “Whenever the Ring tempts you.” The Ring tempts a player whenever they complete the actions in 701.52a, even if some or all of those actions were impossible.
[]
1,546
701.52e
Some abilities check to see if a creature “is your Ring-bearer.” For the purposes of those abilities, that condition is true if that creature is on the battlefield under your control and has the Ring-bearer designation.
[]
1,547
701.53
Face a Villainous Choice
[]
1,548
701.53a
“[A player] faces a villainous choice — [option A], or [option B]” means “[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed.”
[]
1,549
701.53b
While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule 608.2d.
[]
1,550
701.53c
A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule 701.53a is performed for that player the appropriate number of times one at a time.
[]
1,551
701.53d
If more than one player is instructed to face a villainous choice, the entire process described in rule 701.53a is performed for each of those players one at a time in APNAP order. This is an exception to rule 608.2e.
[]
1,552
701.54
Time Travel
[]
1,553
701.54a
To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, “Suspend.”
[]
1,554
701.55
Discover
[]
1,555
701.55a
“Discover N” means “Exile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than or equal to N. If you don’t cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order.”
[]
1,556
701.55b
A player has “discovered” after the process described in 701.55a is complete, even if some or all of those actions were impossible.
[]
1,557
701.55c
If the final card exiled during the process described in rule 701.55a has mana value N or less, it is the “discovered card,” regardless of whether it was cast or put into a player’s hand.
[]
1,558
701.56
Cloak
[]
1,559
701.56a
To cloak a card, turn it face down. It becomes a 2/2 face-down creature card with ward {2}, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a cloaked permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.
[]
1,560
701.56b
Any time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)
[]
1,561
701.56c
If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up.
[]
1,562
701.56d
If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up.
[]
1,563
701.56e
If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time.
[]
1,564
701.56f
If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.
[]
1,565
701.56g
If a cloaked permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.
[]
1,566
701.56h
See rule 708, “Face-Down Spells and Permanents,” for more information.
[]
1,567
701.57
Collect Evidence
[]
1,568
701.57a
To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater.
[]
1,569
701.57b
If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren’t enough cards to do so) they can’t choose to collect evidence.
[]
1,570
701.57c
A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule 607, “Linked Abilities.”
[]
1,571
701.58
Suspect
[]
1,572
701.58a
Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected.
[]
1,573
701.58b
Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent’s copiable values.
[]
1,574
701.58c
A suspected permanent has menace and “This creature can’t block” for as long as it’s suspected.
[]
1,575
701.58d
A suspected permanent can’t become suspected again.
[]
1,576
701.5a
To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.
[]
1,577
701.5b
The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.
[]
1,578
701.6
Create
[]
1,579
701.6a
To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.
[]
1,580
701.6b
If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token.
[]
1,581
701.6c
Previously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that were printed with that text have received errata in the Oracle card reference so they now “create” those tokens.
[]
1,582
701.7
Destroy
[]
1,583
701.7a
To destroy a permanent, move it from the battlefield to its owner’s graveyard.
[]
1,584
701.7b
The only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.”
[]
1,585
701.7c
A regeneration effect replaces a destruction event. See rule 701.15, “Regenerate.”
[]
1,586
701.8
Discard
[]
1,587
701.8a
To discard a card, move it from its owner’s hand to that player’s graveyard.
[]
1,588
701.8b
By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.
[]
1,589
701.8c
If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 730, “Handling Illegal Actions”).
[]
1,590
701.9
Double
[]
1,591
701.9a
Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c.
[]
1,592
701.9b
To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.
[]
1,593
701.9c
If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.
[]
1,594
701.9d
To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.
[]
1,595
701.9e
To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.
[]
1,596
701.9f
To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.
[]
1,597
702.1
Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.
[]
1,598
702.10
Haste
[]
1,599