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2.94k
702.80d
Multiple instances of wither on the same object are redundant.
[]
2,200
702.81
Retrace
[]
2,201
702.81a
Retrace appears on some instants and sorceries. It represents a static ability that functions while the card with retrace is in a player’s graveyard. “Retrace” means “You may cast this card from your graveyard by discarding a land card as an additional cost to cast it.” Casting a spell using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
[]
2,202
702.82
Devour
[]
2,203
702.82a
Devour is a static ability. “Devour N” means “As this object enters the battlefield, you may sacrifice any number of creatures. This permanent enters the battlefield with N +1/+1 counters on it for each creature sacrificed this way.”
[]
2,204
702.82b
Some objects have abilities that refer to the number of creatures the permanent devoured. “It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.”
[]
2,205
702.82c
Devour [quality] is a variant of devour. “Devour [quality] N” means “As this object enters the battlefield, you may sacrifice any number of [quality] permanents. This permanent enters the battlefield with N +1/+1 counters on it for each permanent sacrificed this way.”
[]
2,206
702.83
Exalted
[]
2,207
702.83a
Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.”
[]
2,208
702.83b
A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.
[]
2,209
702.84
Unearth
[]
2,210
702.84a
Unearth is an activated ability that functions while the card with unearth is in a graveyard. “Unearth [cost]” means “[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.”
[]
2,211
702.85
Cascade
[]
2,212
702.85a
Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a nonland card whose mana value is less than this spell’s mana value. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than this spell’s mana value. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.”
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2,213
702.85b
If an effect allows a player to take an action with one or more of the exiled cards “as you cascade,” the player may take that action after they have finished exiling cards due to the cascade ability. This action is taken before choosing whether to cast the last exiled card or, if no appropriate card was exiled, before putting the exiled cards on the bottom of their library in a random order.
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2,214
702.85c
If a spell has multiple instances of cascade, each triggers separately.
[]
2,215
702.86
Annihilator
[]
2,216
702.86a
Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.”
[]
2,217
702.86b
If a creature has multiple instances of annihilator, each triggers separately.
[]
2,218
702.87
Level Up
[]
2,219
702.87a
Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counter on this permanent. Activate only as a sorcery.”
[]
2,220
702.87b
Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 711, “Leveler Cards.”
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2,221
702.87c
Some enchantments have the subtype Class and associated abilities that give them a class level. These are not the same as level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.”
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2,222
702.88
Rebound
[]
2,223
702.88a
Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. “Rebound” means “If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.”
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2,224
702.88b
Casting a spell as an effect of its rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
[]
2,225
702.88c
Multiple instances of rebound on the same spell are redundant.
[]
2,226
702.89
Totem Armor
[]
2,227
702.89a
Totem armor is a static ability that appears on some Auras. “Totem armor” means “If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.”
[]
2,228
702.8a
Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”
[]
2,229
702.8b
Multiple instances of flash on the same object are redundant.
[]
2,230
702.9
Flying
[]
2,231
702.90
Infect
[]
2,232
702.90a
Infect is a static ability.
[]
2,233
702.90b
Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 120.3.
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2,234
702.90c
Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 120.3.
[]
2,235
702.90d
If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had infect.
[]
2,236
702.90e
The infect rules function no matter what zone an object with infect deals damage from.
[]
2,237
702.90f
Multiple instances of infect on the same object are redundant.
[]
2,238
702.91
Battle Cry
[]
2,239
702.91a
Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.”
[]
2,240
702.91b
If a creature has multiple instances of battle cry, each triggers separately.
[]
2,241
702.92
Living Weapon
[]
2,242
702.92a
Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this Equipment to it.”
[]
2,243
702.93
Undying
[]
2,244
702.93a
Undying is a triggered ability. “Undying” means “When this permanent is put into a graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.”
[]
2,245
702.94
Miracle
[]
2,246
702.94a
Miracle is a static ability linked to a triggered ability. (See rule 603.11.) “Miracle [cost]” means “You may reveal this card from your hand as you draw it if it’s the first card you’ve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.”
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2,247
702.94b
If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack. (See rule 701.16a.)
[]
2,248
702.95
Soulbond
[]
2,249
702.95a
Soulbond is a keyword that represents two triggered abilities. “Soulbond” means “When this creature enters the battlefield, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control” and “Whenever another creature enters the battlefield under your control, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.”
[]
2,250
702.95b
A creature becomes “paired” with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An “unpaired” creature is one that is not paired.
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2,251
702.95c
When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired.
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2,252
702.95d
A creature can be paired with only one other creature.
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2,253
702.95e
A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it’s paired with; it or the creature it’s paired with stops being a creature; or it or the creature it’s paired with leaves the battlefield.
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2,254
702.96
Overload
[]
2,255
702.96a
Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means “You may choose to pay [cost] rather than pay this spell’s mana cost” and “If you chose to pay this spell’s overload cost, change its text by replacing all instances of the word ‘target’ with the word ‘each.’” Casting a spell using its overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
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2,256
702.96b
If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects that couldn’t be chosen as legal targets if the spell were cast without its overload cost being paid.
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2,257
702.96c
Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”
[]
2,258
702.97
Scavenge
[]
2,259
702.97a
Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. “Scavenge [cost]” means “[Cost], Exile this card from your graveyard: Put a number of +1/+1 counters equal to the power of the card you exiled on target creature. Activate only as a sorcery.”
[]
2,260
702.98
Unleash
[]
2,261
702.98a
Unleash is a keyword that represents two static abilities. “Unleash” means “You may have this permanent enter the battlefield with an additional +1/+1 counter on it” and “This permanent can’t block as long as it has a +1/+1 counter on it.”
[]
2,262
702.99
Cipher
[]
2,263
702.99a
Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. “Cipher” means “If this spell is represented by a card, you may exile this card encoded on a creature you control” and “For as long as this card is encoded on that creature, that creature has ‘Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.’”
[]
2,264
702.99b
The term “encoded” describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves.
[]
2,265
702.99c
The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.
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2,266
702.9a
Flying is an evasion ability.
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2,267
702.9b
A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”)
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2,268
702.9c
Multiple instances of flying on the same creature are redundant.
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2,269
703.1
Turn-based actions are game actions that happen automatically when certain steps or phases begin, or when each step and phase ends. Turn-based actions don’t use the stack.
[]
2,270
703.1a
Abilities that watch for a specified step or phase to begin are triggered abilities, not turn-based actions. (See rule 603, “Handling Triggered Abilities.”)
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2,271
703.2
Turn-based actions are not controlled by any player.
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2,272
703.3
Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, before triggered abilities are put on the stack, and before players receive priority.
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2,273
703.4
The turn-based actions are as follows:
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2,274
703.4a
Immediately after the untap step begins, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. See rule 502.1.
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2,275
703.4b
Immediately after the phasing action has been completed during the untap step, if the game has either the day or night designation, it checks to see whether that designation should change. If it’s neither day nor night, this check doesn’t happen. See rule 502.2.
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2,276
703.4c
Immediately after the game checks to see if its day or night designation should change during the untap step or, if the game doesn’t have a day or night designation, immediately after the phasing action has been completed during the untap step, the active player determines which permanents they control will untap. Then they untap them all simultaneously. See rule 502.3.
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2,277
703.4d
Immediately after the draw step begins, the active player draws a card. See rule 504.1.
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2,278
703.4e
In an Archenemy game (see rule 904), immediately after the archenemy’s precombat main phase begins, that player sets the top card of their scheme deck in motion. See rule 701.25.
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2,279
703.4f
Immediately after a player’s precombat main phase begins, that player puts a lore counter on each Saga enchantment they control. In an Archenemy game, this happens after the archenemy’s scheme action. See rule 714, “Saga Cards.”
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2,280
703.4g
Immediately after the action of placing lore counters has been completed, if the active player controls any Attractions, that player rolls to visit their Attractions. See rule 701.49, “Roll to Visit Your Attractions.”
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2,281
703.4h
Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. See rule 507.1.
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2,282
703.4i
Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.
[]
2,283
703.4j
Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.
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2,284
703.4k
Immediately after blockers have been declared during the declare blockers step, for each attacking creature that’s become blocked by multiple creatures, the active player announces the damage assignment order among the blocking creatures. See rule 509.2.
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2,285
703.4m
Immediately after the active player has announced damage assignment orders (if necessary) during the declare blockers step, for each creature that’s blocking multiple creatures, the defending player announces the damage assignment order among the attacking creatures. See rule 509.3.
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2,286
703.4n
Immediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking creature they control assigns its combat damage. See rule 510.1.
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2,287
703.4p
Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2.
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2,288
703.4q
Immediately after the cleanup step begins, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. See rule 514.1.
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2,289
703.4r
Immediately after the active player has discarded cards (if necessary) during the cleanup step, all damage is removed from permanents and all “until end of turn” and “this turn” effects end. These actions happen simultaneously. See rule 514.2.
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2,290
703.4s
When each step or phase ends, any unused mana left in a player’s mana pool empties. See rule 500.4.
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2,291
704.1
State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.
[]
2,292
704.1a
Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)
[]
2,293
704.2
State-based actions are checked throughout the game and are not controlled by any player.
[]
2,294
704.3
Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.
[]
2,295
704.4
Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.
[ "A player controls a creature with the ability “This creature’s power and toughness are each equal to the number of cards in your hand” and casts a spell whose effect is “Discard your hand, then draw seven cards.” The creature will temporarily have toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution." ]
2,296
704.5
The state-based actions are as follows:
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2,297
704.5a
If a player has 0 or less life, that player loses the game.
[]
2,298
704.5a
You control Lich’s Mirror, which says “If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.” There’s one card in your library and your life total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based actions are checked, you’d lose the game due to rule 704.5a and rule 704.5b. Instead, Lich’s Mirror replaces that game loss and you keep playing.
[]
2,299