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110.2a
If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player’s control unless the effect states otherwise.
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110.2b
If an effect causes a player to gain control of another player’s permanent spell, the first player controls the permanent that spell becomes, but the permanent’s controller by default is the player who put that spell onto the stack. (This distinction is relevant in multiplayer games; see rule 800.4c.)
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110.3
A nontoken permanent’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”
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110.4
There are six permanent types: artifact, battle, creature, enchantment, land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some tribal cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”
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203
110.4a
The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, battle, creature, enchantment, land, or planeswalker card.
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110.4b
The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, battle, creature, enchantment, or planeswalker spell.
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110.4c
If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.
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110.5
A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories.
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110.5a
Status is not a characteristic, though it may affect a permanent’s characteristics.
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110.5b
Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.
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209
110.5c
A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it.
[ "Dimir Doppelganger says “{1}{U}{B}: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability." ]
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110.5d
Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.
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111.1
Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented by a card.
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111.10
Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.
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111.10a
A Treasure token is a colorless Treasure artifact token with “{T}, Sacrifice this artifact: Add one mana of any color.”
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111.10b
A Food token is a colorless Food artifact token with “{2}, {T}, Sacrifice this artifact: You gain 3 life.”
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111.10c
A Gold token is a colorless Gold artifact token with “Sacrifice this artifact: Add one mana of any color.”
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111.10d
A Walker token is a 2/2 black Zombie creature token named Walker.
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111.10e
A Shard token is a colorless Shard enchantment token with “{2}, Sacrifice this enchantment: Scry 1, then draw a card.”
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111.10f
A Clue token is a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”
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111.10g
A Blood token is a colorless Blood artifact token with “{1}, {T}, Discard a card, Sacrifice this artifact: Draw a card.”
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220
111.10h
A Powerstone token is a colorless Powerstone artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.”
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111.10i
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.
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111.10j
A Cursed Role token is a colorless Aura Role enchantment token named Cursed with enchant creature and “Enchanted creature has base power and toughness 1/1.”
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111.10k
A Monster Role token is a colorless Aura Role enchantment token named Monster with enchant creature and “Enchanted creature gets +1/+1 and has trample.”
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111.10m
A Royal Role token is a colorless Aura Role enchantment token named Royal with enchant creature and “Enchanted creature gets +1/+1 and has ward {1}.”
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111.10n
A Sorcerer Role token is a colorless Aura Role enchantment token named Sorcerer with enchant creature and “Enchanted creature gets +1/+1 and has ‘Whenever this creature attacks, scry 1.’”
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111.10p
A Virtuous Role token is a colorless Aura Role enchantment token named Virtuous with enchant creature and “Enchanted creature gets +1/+1 for each enchantment you control.”
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111.10q
A Wicked Role token is a colorless Aura Role enchantment token named Wicked with enchant creature, “Enchanted creature gets +1/+1,” and “When this Aura is put into a graveyard from the battlefield, each opponent loses 1 life.”
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111.10r
A Young Hero Role token is a colorless Aura Role enchantment token named Young Hero with enchant creature and “Enchanted creature has ‘Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.’”
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111.10s
A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.” See rule 701.40, “Explore.”
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111.10t
A Junk token is a colorless Junk artifact token with “{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”
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111.11
If an effect instructs a player to create a token that is a copy of a nonexistent object, no token is created (see rule 707, “Copying Objects”). This does not apply to an effect that would use the last known information of an object.
[ "Mimic Vat has a triggered ability whose effect gives you the option to exile a card and an activated ability that says “Create a token that’s a copy of a card exiled with Mimic Vat. It gains haste. Exile it at the beginning of the next end step.” If no card has been exiled with Mimic Vat’s triggered ability, no token is created." ]
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111.12
A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became that token. The token is not “created” for the purposes of any replacement effects or triggered abilities that refer to creating a token.
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111.2
The player who creates a token is its owner. The token enters the battlefield under that player’s control.
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111.3
The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token’s “text.” The characteristic values defined this way are functionally equivalent to the characteristic values that are printed on a card; for example, they define the token’s copiable values. A token doesn’t have any characteristics not defined by the spell or ability that created it.
[ "Jade Mage has the ability “{2}{G}: Create a 1/1 green Saproling creature token.” The resulting token has no mana cost, supertypes, rules text, or abilities." ]
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111.4
A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn’t specify the name of the token, its name is the same as its subtype(s) plus the word “Token.” Once a token is on the battlefield, changing its name doesn’t change its subtype(s), and vice versa.
[ "Dwarven Reinforcements is a sorcery that says, in part, “Create two 2/1 red Dwarf Berserker creature tokens.” The tokens created as it resolves are each named Dwarf Berserker Token and each have the creature types Dwarf and Berserker.", "Minsc, Beloved Ranger says, in part, “When Minsc, Beloved Ranger enters the battlefield, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.” That token’s subtype is Hamster, but because Minsc specifies that the token’s name is Boo, neither “Hamster” nor “Token” are part of its name.", "Spitting Image is a sorcery that says, in part, “Create a token that’s a copy of target creature.” All of that token’s characteristics will match the copiable characteristics of the creature targeted by that spell. If Spitting Image targets Doomed Dissenter, a Human creature, the name of the token the spell creates will be Doomed Dissenter, not Human Token or Doomed Dissenter Token." ]
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111.5
If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield, the token is not created. Similarly, if an effect would create a token that is a copy of an instant or sorcery card, no token is created.
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111.6
A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
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111.7
A token that’s in a zone other than the battlefield ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)
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111.8
A token that has left the battlefield can’t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.
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111.9
Some effects instruct a player to create a legendary token. These may be written “create [name], a . . .” and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name.
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112.1
A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.5), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.”
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112.1a
A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10.
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112.1b
Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 707.12.
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112.2
A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.
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112.2a
Some effects instruct a player to create a copy of a card and say they may cast it. In that case, the owner of that copy is the player who is instructed to create it and given permission to cast it.
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112.3
A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”
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112.4
If an effect of a resolving spell or ability changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7.
[ "If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color." ]
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113.1
An ability can be one of three things:
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249
113.10
Effects can add or remove abilities of objects. An effect that adds an ability will state that the object “gains” or “has” that ability, or similar. An effect that removes an ability will state that the object “loses” that ability.
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250
113.10a
An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability that’s added to the object.
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251
113.10b
Effects that remove an ability remove all instances of it.
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252
113.10c
If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.
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113.11
Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability. If the object has that ability, it loses it. It’s also impossible for an effect or keyword counter to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won’t apply to that object.
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113.12
An effect that sets an object’s characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[creature] can’t be blocked,” for example), it’s neither granting an ability nor setting a characteristic.
[ "Muraganda Petroglyphs reads, “Creatures with no abilities get +2/+2.” A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says “Enchanted creature has flying” would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says “Enchanted creature is red” or “Enchanted creature can’t be blocked” would get +2/+2." ]
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113.1a
An ability can be a characteristic an object has that lets it affect the game. An object’s abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that grant abilities usually use the words “has,” “have,” “gains,” or “gain.”) Abilities generate effects. (See rule 609, “Effects.”)
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113.1b
An ability can be something that a player has that changes how the game affects the player. A player normally has no abilities unless granted to that player by effects.
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113.1c
An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See section 6, “Spells, Abilities, and Effects.”)
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113.2
Abilities can affect the objects they’re on. They can also affect other objects and/or players.
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259
113.2a
Abilities can be beneficial or detrimental.
[ "“[This creature] can’t block” is an ability." ]
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113.2b
An additional cost or alternative cost to cast a card is an ability of the card.
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261
113.2c
An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, “Keyword Abilities”), each paragraph break in a card’s text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.
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113.2d
Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, “Effects.”
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113.3
There are four general categories of abilities:
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113.3a
Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it’s an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 113.6.
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265
113.3b
Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]” A player may activate such an ability whenever they have priority. Doing so puts it on the stack, where it remains until it’s countered, it resolves, or it otherwise leaves the stack. See rule 602, “Activating Activated Abilities.”
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113.3c
Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and include (and usually begin with) the word “when,” “whenever,” or “at.” Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule 603, “Handling Triggered Abilities.”
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267
113.3d
Static abilities are written as statements. They’re simply true. Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone. See rule 604, “Handling Static Abilities.”
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113.4
Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don’t use the stack, and, under certain circumstances, a player can activate mana abilities even if they don’t have priority. See rule 605, “Mana Abilities.”
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269
113.5
Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn. See rule 606, “Loyalty Abilities.”
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270
113.6
Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:
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271
113.6a
Characteristic-defining abilities function everywhere, even outside the game and before the game begins. (See rule 604.3.)
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272
113.6b
An ability that states which zones it functions in functions only from those zones.
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273
113.6c
An ability that states which zones it doesn’t function in functions everywhere except for the specified zones, even outside the game and before the game begins.
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274
113.6d
An object’s ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what that particular object costs to cast functions on the stack.
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275
113.6e
An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object’s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.
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276
113.6f
An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.
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277
113.6g
An object’s ability that states it can’t be countered or can’t be copied functions on the stack.
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278
113.6h
An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.
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279
113.6i
An object’s ability that states counters can’t be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.
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280
113.6j
An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.
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281
113.6k
A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.
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113.6m
An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.
[ "Reassembling Skeleton says “{1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped.” A player may activate this ability only if Reassembling Skeleton is in their graveyard." ]
283
113.6n
An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/en/resources/rules-documents.
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113.6p
Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 114, “Emblems”; rule 901, “Planechase”; rule 902, “Vanguard”; rule 904, “Archenemy”; and rule 905, “Conspiracy Draft.”
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285
113.7
The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules 603.7d–f.
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286
113.7a
Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “Prodigal Pyromancer deals 1 damage to any target”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.
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287
113.8
The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d–f.
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288
113.9
Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities. Static abilities don’t use the stack and thus can’t be countered at all.
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289
114.1
Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but usually no other characteristics.
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290
114.2
An effect that creates an emblem is written “[Player] gets an emblem with [ability].” This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.
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291
114.3
An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no types, no mana cost, and no color. Most emblems also have no name.
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292
114.4
Abilities of emblems function in the command zone.
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293
114.5
An emblem is neither a card nor a permanent. Emblem isn’t a card type.
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294
115.1
Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or player(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can’t be changed except by another spell or ability that explicitly says it can do so.
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295
115.10
Spells and abilities can affect objects and players they don’t target. In general, those objects and players aren’t chosen until the spell or ability resolves. See rule 608, “Resolving Spells and Abilities.”
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296
115.10a
Just because an object or player is being affected by a spell or ability doesn’t make that object or player a target of that spell or ability. Unless that object or player is identified by the word “target” in the text of that spell or ability, or the rule for that keyword ability, it’s not a target.
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297
115.10b
In particular, the word “you” in an object’s text doesn’t indicate a target.
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298
115.1a
An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the spell is cast; see rule 601.2c. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)
[ "A sorcery card has the ability “When you cycle this card, target creature gets -1/-1 until end of turn.” This triggered ability is targeted, but that doesn’t make the card it’s on targeted." ]
299