number stringlengths 5 7 | text stringlengths 4 2.56k | examples listlengths 0 4 | __index_level_0__ int64 0 2.94k |
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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 |
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