number stringlengths 5 7 | text stringlengths 4 2.56k | examples listlengths 0 4 | __index_level_0__ int64 0 2.94k |
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702.12 | Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone. | [] | 1,700 |
702.12 | A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two commanders. See rule 903.4. | [] | 1,701 |
702.12 | Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast (see rule 903.8). When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately (see rule 903.10a). | [] | 1,702 |
702.12 | If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied. | [] | 1,703 |
702.12 | Different partner abilities are distinct from one another and cannot be combined. For example, you cannot designate two cards as your commander if one of them has “partner” and the other has “partner with [name].” | [] | 1,704 |
702.12 | If a legendary card has more than one partner ability, you may choose which one to use when designating your commander, but you can’t use both. Notably, no partner ability or combination of partner abilities can ever let a player have more than two commanders. | [] | 1,705 |
702.12 | “Partner” means “You may designate two legendary creature cards as your commander rather than one if each of them has partner.” | [] | 1,706 |
702.12 | “Partner with [name]” represents two abilities. It means “You may designate two legendary creature cards as your commander rather than one if each has a ‘partner with [name]’ ability with the other’s name” and “When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.” | [] | 1,707 |
702.12 | “Friends forever” means “You may designate two legendary creature cards as your commander rather than one if each of them has friends forever.” | [] | 1,708 |
702.12 | “Choose a Background” means “You may designate two cards as your commander rather than one if one of them is this card and the other is a legendary Background enchantment card.” You can’t designate two cards as your commander if one has a “choose a Background” ability and the other is not a legendary Background enchantment card, and legendary Background enchantment cards can’t be your commander unless you have also designated a commander with “choose a Background.” | [] | 1,709 |
702.12 | “Doctor’s companion” means “You may designate two legendary creature cards as your commander rather than one if one of them is this card and the other is a legendary Time Lord Doctor creature card that has no other creature types.” | [] | 1,710 |
702.12 | If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect refers to the partner ability or cards with partner and doesn’t mention a specific variant of the partner ability by name, it is referring only to partner, partner with [name], or cards with either of those abilities, and does not refer to any other partner variant. | [] | 1,711 |
702.12 | Undaunted | [] | 1,712 |
702.12 | Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means “This spell costs {1} less to cast for each opponent you have.” | [] | 1,713 |
702.12 | Players who have left the game are not counted when determining how many opponents you have. | [] | 1,714 |
702.12 | If a spell has multiple instances of undaunted, each of them applies. | [] | 1,715 |
702.12 | Improvise | [] | 1,716 |
702.12 | Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.” | [] | 1,717 |
702.12 | The improvise ability isn’t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined. | [] | 1,718 |
702.12 | Multiple instances of improvise on the same spell are redundant. | [] | 1,719 |
702.12 | Aftermath | [] | 1,720 |
702.12 | Aftermath is an ability found on some split cards (see rule 709, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.” | [] | 1,721 |
702.12 | Embalm | [] | 1,722 |
702.12 | Embalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s white, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.” | [] | 1,723 |
702.12 | A token is “embalmed” if it’s created by a resolving embalm ability. | [] | 1,724 |
702.12 | Eternalize | [] | 1,725 |
702.12 | Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. “Eternalize [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s black, it’s 4/4, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.” | [] | 1,726 |
702.12a | Indestructible is a static ability. | [] | 1,727 |
702.12b | A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g). | [] | 1,728 |
702.12c | Multiple instances of indestructible on the same permanent are redundant. | [] | 1,729 |
702.13 | Intimidate | [] | 1,730 |
702.13 | Afflict | [] | 1,731 |
702.13 | Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.” | [] | 1,732 |
702.13 | If a creature has multiple instances of afflict, each triggers separately. | [] | 1,733 |
702.13 | Ascend | [] | 1,734 |
702.13 | Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.” | [] | 1,735 |
702.13 | Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.” | [] | 1,736 |
702.13 | The city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city’s blessing at the same time. | [] | 1,737 |
702.13 | After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions. | [] | 1,738 |
702.13 | Assist | [] | 1,739 |
702.13 | Assist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spell’s total cost. | [] | 1,740 |
702.13 | Jump-Start | [] | 1,741 |
702.13 | Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Jump-start” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by discarding a card as an additional cost to cast it” and “If this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its jump-start ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h. | [] | 1,742 |
702.13 | Mentor | [] | 1,743 |
702.13 | Mentor is a triggered ability. “Mentor” means “Whenever this creature attacks, put a +1/+1 counter on target attacking creature with power less than this creature’s power.” | [] | 1,744 |
702.13 | If a creature has multiple instances of mentor, each triggers separately. | [] | 1,745 |
702.13 | An ability that triggers whenever a creature mentors another creature triggers whenever a mentor ability whose source is the first creature and whose target is the second creature resolves. | [] | 1,746 |
702.13 | Afterlife | [] | 1,747 |
702.13 | Afterlife is a triggered ability. “Afterlife N” means “When this permanent is put into a graveyard from the battlefield, create N 1/1 white and black Spirit creature tokens with flying.” | [] | 1,748 |
702.13 | If a permanent has multiple instances of afterlife, each triggers separately. | [] | 1,749 |
702.13 | Riot | [] | 1,750 |
702.13 | Riot is a static ability. “Riot” means “You may have this permanent enter the battlefield with an additional +1/+1 counter on it. If you don’t, it gains haste.” | [] | 1,751 |
702.13 | If a permanent has multiple instances of riot, each works separately. | [] | 1,752 |
702.13 | Spectacle | [] | 1,753 |
702.13 | Spectacle is a static ability that functions on the stack. “Spectacle [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if an opponent lost life this turn.” Casting a spell for its spectacle cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. | [] | 1,754 |
702.13 | Escape | [] | 1,755 |
702.13 | Escape represents a static ability that functions while the card with escape is in a player’s graveyard. “Escape [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its escape ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. | [] | 1,756 |
702.13 | A spell or permanent “escaped” if that spell or the spell that became that permanent as it resolved was cast from a graveyard with an escape ability. | [] | 1,757 |
702.13 | An ability that reads “[This permanent] escapes with [one or more of a kind of counter]” means “If this permanent escaped, it enters the battlefield with [those counters]” That ability may have a triggered ability linked to it that triggers “When it enters the battlefield this way.” (See rule 603.11.) Such a triggered ability triggers when that permanent enters the battlefield after its replacement effect was applied, even if that replacement effect had no effect. | [] | 1,758 |
702.13 | An ability that reads “[This permanent] escapes with [ability]” means “If this permanent escaped, it has [ability].” | [] | 1,759 |
702.13 | Companion | [] | 1,760 |
702.13 | Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules. | [] | 1,761 |
702.13 | If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander. | [] | 1,762 |
702.13 | Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends. | [] | 1,763 |
702.13a | Intimidate is an evasion ability. | [] | 1,764 |
702.13b | A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, “Declare Blockers Step.”) | [] | 1,765 |
702.13c | Multiple instances of intimidate on the same creature are redundant. | [] | 1,766 |
702.14 | Landwalk | [] | 1,767 |
702.14 | Mutate | [] | 1,768 |
702.14 | Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. “Mutate [cost]” means “You may pay [cost] rather than pay this spell’s mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell.” Casting a spell using its mutate ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). | [] | 1,769 |
702.14 | As a mutating creature spell begins resolving, if its target is illegal, it ceases to be a mutating creature spell and continues resolving as a creature spell and will be put onto the battlefield under the control of the spell’s controller. | [] | 1,770 |
702.14 | As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 727, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent. | [] | 1,771 |
702.14 | An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell. | [] | 1,772 |
702.14 | A mutated permanent has all abilities of each card and token that represents it. Its other characteristics are derived from the topmost card or token. | [] | 1,773 |
702.14 | Any effect that refers to or modifies the mutating creature spell refers to or modifies the mutated permanent it merges with as it resolves. | [] | 1,774 |
702.14 | Encore | [] | 1,775 |
702.14 | Encore is an activated ability that functions while the card with encore is in a graveyard. “Encore [cost]” means “[Cost], Exile this card from your graveyard: For each opponent, create a token that’s a copy of this card that attacks that opponent this turn if able. The tokens gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.” | [] | 1,776 |
702.14 | Boast | [] | 1,777 |
702.14 | A boast ability is a special kind of activated ability. “Boast — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only if this creature attacked this turn and only once each turn.” | [] | 1,778 |
702.14 | Effects may refer to boast abilities. If an effect refers to a creature boasting, it means its boast ability being activated. | [] | 1,779 |
702.14 | Foretell | [] | 1,780 |
702.14 | Foretell is a keyword that functions while the card with foretell is in a player’s hand. Any time a player has priority during their turn, that player may pay {2} and exile a card with foretell from their hand face down. That player may look at that card as long as it remains in exile. They may cast that card after the current turn has ended by paying any foretell cost it has rather than paying that spell’s mana cost. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. | [] | 1,781 |
702.14 | Exiling a card using its foretell ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.” | [] | 1,782 |
702.14 | If an effect refers to foretelling a card, it means performing the special action associated with a foretell ability. If an effect refers to a card or spell that was foretold, it means a card put in the exile zone as a result of the special action associated with a foretell ability, or a spell that was a foretold card before it was cast, even if it was cast for a cost other than a foretell cost. | [] | 1,783 |
702.14 | If an effect states that a card in exile becomes foretold, that card becomes a foretold card. That effect may give the card a foretell cost. That card’s owner may look at that card as long as it remains in exile and it may be cast for any foretell cost it has after the turn it became a foretold card has ended, even if the resulting spell doesn’t have foretell. | [] | 1,784 |
702.14 | If a player owns multiple foretold cards in exile, they must ensure that those cards can be easily differentiated from each other and from any other face-down cards in exile which that player owns. This includes knowing both the order in which those cards were put into exile and any foretell costs other than their printed foretell costs those cards may have. | [] | 1,785 |
702.14 | If a player leaves the game, all face-down foretold cards that player owns must be revealed to all players. At the end of each game, all face-down foretold cards must be revealed to all players. | [] | 1,786 |
702.14 | Demonstrate | [] | 1,787 |
702.14 | Demonstrate is a triggered ability. “Demonstrate” means “When you cast this spell, you may copy it and you may choose new targets for the copy. If you copy the spell, choose an opponent. That player copies the spell and may choose new targets for that copy.” | [] | 1,788 |
702.14 | Daybound and Nightbound | [] | 1,789 |
702.14 | Daybound and nightbound are found on opposite faces of some transforming double-faced cards (see rule 712, “Double-Faced Cards”). | [] | 1,790 |
702.14 | Daybound is found on the front faces of some transforming double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a transforming double-faced card, it enters the battlefield transformed,” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 727, “Day and Night.” | [] | 1,791 |
702.14 | Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action. | [] | 1,792 |
702.14 | Any time a player controls a permanent with daybound, if it’s neither day nor night, it becomes day. | [] | 1,793 |
702.14 | Nightbound is found on the back faces of some transforming double-faced cards and represents two static abilities. “Nightbound” means “As it becomes day, if this permanent is back face up, transform it” and “This permanent can’t transform except due to its nightbound ability.” | [] | 1,794 |
702.14 | Any time a player controls a permanent that is back face up with nightbound and it’s day, that player transforms that permanent. This happens immediately and isn’t a state-based action. | [] | 1,795 |
702.14 | Any time a player controls a permanent with nightbound, if it’s neither day nor night and there are no permanents with daybound on the battlefield, it becomes night. | [] | 1,796 |
702.14 | Disturb | [] | 1,797 |
702.14 | Disturb is an ability found on the front face of some transforming double-faced cards (see rule 712, “Double-Faced Cards”). “Disturb [cost]” means “You may cast this card transformed from your graveyard by paying [cost] rather than its mana cost.” See rule 712.8c. | [] | 1,798 |
702.14 | A resolving transforming double-faced spell that was cast using its disturb ability enters the battlefield with its back face up. | [] | 1,799 |
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