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2.94k
715.2
The text that appears in the inset frame on the left defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.
[]
2,500
715.2a
If an effect refers to a card, spell, or permanent that “has an Adventure,” it refers to an object for which these alternative characteristics exist, even if the object currently doesn’t use them.
[]
2,501
715.2b
The existence and values of these alternative characteristics is part of the object’s copiable values.
[]
2,502
715.2c
Although adventurer cards are printed with multiple sets of characteristics, each adventurer card is only one card. For example, a player who has drawn or discarded an adventurer card has drawn or discarded one card, not two.
[]
2,503
715.3
As a player casts an adventurer card, the player chooses whether they cast the card normally or as an Adventure.
[]
2,504
715.3a
When casting an adventurer card as an Adventure, only the alternative characteristics are evaluated to see if it can be cast.
[]
2,505
715.3b
While on the stack as an Adventure, the spell has only its alternative characteristics.
[]
2,506
715.3c
If an Adventure spell is copied, the copy is also an Adventure. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Adventure spell. Any rule or effect that refers to a spell cast as an Adventure refers to the copy as well.
[]
2,507
715.3d
Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may cast it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.
[]
2,508
715.4
In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.
[]
2,509
715.5
If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.
[]
2,510
716.1
Each Class card has a striated text box containing two class level bars. Its illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.
[]
2,511
716.2
A class level bar is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability.
[]
2,512
716.2a
“[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”
[]
2,513
716.2b
A level is a designation that any permanent can have. A Class retains its level even if it stops being a Class. Levels are not a copiable characteristic.
[]
2,514
716.2c
The phrase “to gain a Class level” means “to activate an ability indicated by a class level bar”
[]
2,515
716.2d
If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1.
[]
2,516
716.3
Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability.
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2,517
716.4
Some older creature cards, called leveler cards, have level up abilities that add level counters to them. These are not the same as class level abilities. Level counters do not interact with Class cards, and class levels do not interact with leveler cards. See rule 702.87, “Level Up,” and rule 711, “Leveler Cards.”
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2,518
717.1
Attraction is an artifact subtype seen only on nontraditional Magic cards. Each Attraction has an “Astrotorium” card back rather than a traditional Magic card back and has a column of circled numbers on the right side of its text box. Numbers in white text on a brightly colored background are said to be “lit up” on those cards. Note that multiple Attraction cards with the same English name may have different numbers lit up. You can see each Attraction card’s possible combinations of lights at Gatherer.Wizards.com.
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2,519
717.2
Attraction cards do not begin the game in a player’s deck and do not count toward maximum or minimum deck sizes. Rather, a player who chooses to play with Attraction cards begins the game with a supplementary Attraction deck that exists in the command zone. Each Attraction deck is shuffled before the game begins (see rule 103.3a).
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2,520
717.2a
In constructed play, an Attraction deck must contain at least ten Attraction cards and each card in an Attraction deck must have a different English name.
[]
2,521
717.2b
In limited play, an Attraction deck must contain at least three Attraction cards from that player’s card pool, and may contain multiple Attractions cards with the same English name.
[]
2,522
717.3
Effects can cause an Attraction card to enter the battlefield from the command zone. See rule 701.48, “Open an Attraction.”
[]
2,523
717.4
As a player’s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attractions. See rules 703.4g and 701.49, “Roll to Visit Your Attractions.” This turn-based action doesn’t use the stack.
[]
2,524
717.5
Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule 702.159, “Visit.”
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2,525
717.6
If a card with an Astrotorium card back would be put into a zone other than the battlefield, exile, or the command zone from anywhere, instead its owner puts it into the command zone. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.
[]
2,526
717.6a
Each card owned by the same player that has been put in the command zone this way is kept in a single face-up pile separate from any player’s Attraction deck. This pile is informally referred to as that player’s “junkyard.” The pile is not its own zone.
[]
2,527
718.1
Prototype cards have a two-part frame, with a smaller frame inset below the type line of the card. The inset frame contains the prototype keyword ability as well as a second set of power, toughness, and mana cost characteristics.
[]
2,528
718.2
The mana cost, power, and toughness in the inset frame represent alternative characteristics that the object may have while it is a spell or while it is a permanent on the battlefield. The card’s normal characteristics appear as usual.
[]
2,529
718.2a
The existence and values of these alternative characteristics are part of the object’s copiable values.
[]
2,530
718.3
As a player casts a prototype card, the player chooses whether they cast the card normally or cast it as a prototyped spell using the prototype keyword ability (see rule 702.160, “Prototype”).
[]
2,531
718.3a
While casting a prototyped spell, use only its alternative power, toughness, and mana cost when evaluating those characteristics to see if it can be cast.
[]
2,532
718.3b
Both a prototyped spell and the permanent it becomes have only its alternative set of power, toughness, and mana cost characteristics. If that mana cost includes one or more colored mana symbols, the spell and the permanent it becomes are also that color or colors (see rule 105.2).
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2,533
718.3c
If a prototyped spell is copied, the copy is also a prototyped spell. It has the alternative power, toughness, and mana cost characteristics of the spell and not the normal power, toughness, and mana cost characteristics of the card that represents the prototyped spell. Any rule or effect that refers to a prototyped spell refers to the copy as well.
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2,534
718.3d
If a permanent that was a prototyped spell is copied, the copy has the alternative power, toughness, and mana cost characteristics of the permanent and not the normal power and toughness characteristics of the card that represents that permanent. Any rule or effect that refers to a permanent that was a prototyped spell refers to the copy as well.
[]
2,535
718.4
In every zone except the stack or the battlefield, and while on the stack or the battlefield when not cast as a prototyped spell, a prototype card has only its normal characteristics.
[]
2,536
718.5
A prototype card’s characteristics other than its power, toughness, and mana cost (and other than color) remain the same whether it was cast as a prototyped spell or cast normally.
[]
2,537
719.1
Each Case card’s illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.
[]
2,538
719.2
The Case frame has no additional rules meaning.
[]
2,539
719.3
Case cards have two special keyword abilities that appear before a long dash and represent a triggered ability and an ability that may be static, triggered, or activated.
[]
2,540
719.3a
“To solve — [Condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, this Case becomes solved.”
[]
2,541
719.3b
Solved is a designation a permanent can have. It has no rules meaning other than to act as a marker that spells and abilities can identify. Once a permanent becomes solved, it stays solved until it leaves the battlefield. The solved designation is neither an ability nor part of the permanent’s copiable values.
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2,542
719.3c
If a Case has the solved designation, “Solved — [Ability text]” is an ability that may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability. See rule 702.169, “Solved.”
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2,543
720.1
Some cards allow a player to control another player during that player’s next turn. This effect applies to the next turn that the affected player actually takes. The affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the next turn.
[]
2,544
720.1a
Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.
[]
2,545
720.1b
If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.
[]
2,546
720.2
Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration.
[]
2,547
720.3
Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being controlled during their turn is still the active player.
[]
2,548
720.4
If information about an object in the game would be visible to the player being controlled, it’s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it’s visible only to that player, not the controller of the player.
[ "The controller of a player can see that player’s hand and the face of any face-down creatures they control." ]
2,549
720.5
While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or is told to make by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities.
[ "The controller of another player decides which spells that player casts and what those spells target, and makes any required decisions when those spells resolve.", "The controller of another player decides which of that player’s creatures attack, which player or planeswalker each one attacks, what the damage assignment order of the creatures that block them is (if any of the attacking creatures are blocked by multiple creatures), and how those attacking creatures assign their combat damage." ]
2,550
720.5a
The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.
[ "If the controller of a player decides that the controlled player will cast a spell with an additional cost of discarding cards, the cards are discarded from the controlled player’s hand." ]
2,551
720.5b
The controller of another player can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules.
[ "The player who’s being controlled still decides if they will leave to visit the restroom, trade a card to someone else, agree to an intentional draw, or call a judge about an error or infraction." ]
2,552
720.6
The controller of another player can’t make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule 104.3a.
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2,553
720.7
The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to take or specify actions that the controlled player must take.
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2,554
720.8
A player who controls another player also continues to make their own choices and decisions.
[]
2,555
720.9
A player may gain control of themselves. That player will make their own decisions and choices as normal.
[]
2,556
721.1
Some cards end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).
[]
2,557
721.1a
If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 721.1f).
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2,558
721.1b
Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).
[]
2,559
721.1c
Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
[]
2,560
721.1d
The current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. The game skips straight to the cleanup step; skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins.
[]
2,561
721.1e
Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.
[]
2,562
721.1f
No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, “Cleanup Step.”
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2,563
721.2
One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).
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2,564
721.2a
If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 721.2f).
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2,565
721.2b
Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).
[]
2,566
721.2c
Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
[]
2,567
721.2d
The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of combat” expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.
[]
2,568
721.2e
Even though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step is skipped.
[]
2,569
721.2f
No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the following phase, then the active player gets priority and players can cast spells and activate abilities.
[]
2,570
721.2g
If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.
[]
2,571
722.1
The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch.
[]
2,572
722.2
There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 113.8. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”
[]
2,573
722.3
Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.
[]
2,574
722.4
If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch.
[]
2,575
722.5
If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule 613, “Continuous Effects.”
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2,576
723.1
The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative.
[]
2,577
723.2
There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,” “Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,” and “Whenever a player takes the initiative, that player ventures into Undercity.” See rule 701.46, “Venture into the Dungeon.”
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2,578
723.3
Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it.
[]
2,579
723.4
If the player who has the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
[]
2,580
723.5
If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in 723.2 to trigger but does not create a second initiative designation.
[]
2,581
724.1
One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception:
[]
2,582
724.1a
The starting player in the new game is the player who controlled the spell or ability that restarted the game.
[]
2,583
724.2
All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins.
[ "A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player’s library when the new game begins." ]
2,584
724.3
Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)
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2,585
724.4
The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step.
[]
2,586
724.5
Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins.
[]
2,587
724.5a
In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.”
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2,588
724.6
If a Magic subgame (see rule 724) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.
[]
2,589
724.7
If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.
[]
2,590
725.1
Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule 113.8. The full text of this ability is “At the beginning of each player’s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
[]
2,591
725.1a
A card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated with rad counters.
[]
2,592
726.1
One card (Shahrazad) allows players to play a Magic subgame.
[]
2,593
726.1a
A “subgame” is a completely separate Magic game created by an effect. Essentially, it’s a game within a game. The “main game” is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.
[]
2,594
726.1b
No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.
[]
2,595
726.2
As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 726.2a–c. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”
[]
2,596
726.2a
As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.)
[]
2,597
726.2b
As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone.
[]
2,598
726.2c
As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s there) to the subgame command zone.
[]
2,599