number stringlengths 5 7 | text stringlengths 4 2.56k | examples listlengths 0 4 | __index_level_0__ int64 0 2.94k |
|---|---|---|---|
802.3a | Restrictions and requirements that don’t apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See rule 508.1. | [] | 2,700 |
802.3b | Creatures in a band can’t attack different players. See rule 702.22, “Banding.” | [] | 2,701 |
802.4 | If more than one player is being attacked, controls a planeswalker that’s being attacked, or protects a battle that’s being attacked, each defending player in APNAP order declares blockers as the declare blockers step begins. (See rule 101.4 and rule 509, “Declare Blockers Step.”) The first defending player declares all their blocks, then the second defending player, and so on. | [] | 2,702 |
802.4a | A defending player can block only with creatures they control. Those creatures can block only creatures attacking that player, a planeswalker that player controls, or a battle that player protects. | [] | 2,703 |
802.4b | When determining whether a defending player’s blocks are legal, ignore any creatures attacking other players and any blocking creatures controlled by other players. | [] | 2,704 |
802.5 | After blockers have been declared, if any creatures are blocking multiple creatures, each defending player in APNAP order announces the damage assignment order among the attacking creatures for each blocking creature they control. See rule 510, “Combat Damage Step.” | [] | 2,705 |
802.6 | Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds just as in a two-player game. See rule 510, “Combat Damage Step.” | [] | 2,706 |
803.1 | Some multiplayer games use the optional attack left or attack right rules. | [] | 2,707 |
803.1a | If the attack left option is used, a player can attack only an opponent seated immediately to their left, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the left is more than one seat away, the player can’t attack. | [] | 2,708 |
803.1b | If the attack right option is used, a player can attack only an opponent seated immediately to their right, a planeswalker that player controls, or a battle that player protects. If a player’s nearest opponent to the right is more than one seat away, the player can’t attack. | [] | 2,709 |
804.1 | The Emperor variant always uses the deploy creatures option, and it can be used in other variants that allow players to compete in teams. Multiplayer formats in which players compete as individuals usually don’t use this option. | [] | 2,710 |
804.2 | Each creature has the ability “{T}: Target teammate gains control of this creature. Activate only as a sorcery.” | [] | 2,711 |
805.1 | Some multiplayer games between teams use the shared team turns option. It’s always used in the Two-Headed Giant variant (see rule 810) and the Archenemy casual variant (see rule 904). It can be used only if the members of each team are sitting in adjacent seats. | [] | 2,712 |
805.10 | The shared team turns option uses different combat rules than other multiplayer options. | [] | 2,713 |
805.10a | Each team’s creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player. | [] | 2,714 |
805.10b | As the declare attackers step begins, the active team declares attackers. For each attacking creature, the attacking team announces which defending player, planeswalker, or battle that creature is attacking. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1. | [] | 2,715 |
805.10c | Any rule, object, or effect that refers to an “attacking player” refers to one specific attacking player, not to all attacking players. If an ability of a blocking creature refers to an attacking player, or a spell or ability refers to both a blocking creature and an attacking player, then unless otherwise specified, the attacking player it’s referring to is the player who controls the attacking creature that blocking creature is blocking. If a spell or ability could apply to multiple blocking creatures, the appropriate attacking player is individually determined for each of those blocking creatures. If there are multiple attacking players that could be chosen, the controller of the spell or ability chooses one. | [] | 2,716 |
805.10d | As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block creatures attacking any player on the defending team, attacking a planeswalker controlled by one of those players, or a battle protected by one of those players. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1. | [] | 2,717 |
805.10e | Any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature is attacking, the controller of the planeswalker that creature is attacking, or the protector of the battle that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat, the controller of the planeswalker that creature was attacking before it was removed from combat, or the protector of the battle that creature was attacking before it was removed from combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one. | [] | 2,718 |
805.10f | Once blockers have been declared, for each attacking creature that’s become blocked by multiple creatures, the active team announces the damage assignment order among the blocking creatures. Then, for each creature that’s blocking multiple creatures, the defending team announces the damage assignment order among the attacking creatures. | [] | 2,719 |
805.10g | As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. Then the defending team announces how each blocking creature will assign its combat damage. See rule 510.1. | [] | 2,720 |
805.2 | Within each team, the player seated in the rightmost seat from that team’s perspective is the primary player. If the players on a team can’t agree on a choice, such as which creatures attack or what order triggered abilities are put on the stack, the primary player makes that choice. | [] | 2,721 |
805.3 | The methods described in rule 103.1 are used to determine which team will take the first turn. The team determined this way is the starting team. | [] | 2,722 |
805.3a | The process for handling mulligans is altered accordingly. First, each player on the starting team, in whatever order that team likes, declares whether that player will take a mulligan. Then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. Teammates may consult while choosing which cards, if any, to put on the bottom of their library. A player may take a mulligan even after a teammate has decided to keep their opening hand. See rule 103.5. | [] | 2,723 |
805.3b | The process for handling cards that allow a player to begin the game with them on the battlefield is altered accordingly. First, each player on the starting team, in whatever order that team likes, may put any or all such cards onto the battlefield from that player’s opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same. | [] | 2,724 |
805.4 | Each team takes turns rather than each player. | [] | 2,725 |
805.4a | The team whose turn it is is the active team. Each other team is a nonactive team. | [] | 2,726 |
805.4b | Each player on a team draws a card during that team’s draw step. | [] | 2,727 |
805.4c | Each player on a team may play a land during each of that team’s turns. | [] | 2,728 |
805.4d | An ability that triggers at the beginning of a step or phase may trigger multiple times if it triggers at the beginning of “each player’s” or “each opponent’s” step or phase. These abilities trigger once for each appropriate player if the ability’s trigger condition, effect, or intervening “if” clause refers to “that player,” “that opponent,” or similar. | [] | 2,729 |
805.5 | Teams have priority, not individual players. | [] | 2,730 |
805.5a | A player may cast a spell, activate an ability, or take a special action when their team has priority. | [] | 2,731 |
805.5b | If a team has priority and no player on that team wishes to do anything, that team passes. If all teams pass in succession (that is, if all teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when all teams pass in succession, the phase or step ends and the next one begins. | [] | 2,732 |
805.6 | The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously. | [] | 2,733 |
805.6a | If more than one player is instructed to draw cards in a game that’s using the shared team turns option, first each player on the active team, in whatever order that team likes, performs that player’s draws, then each player on each nonactive team in turn order does the same. | [] | 2,734 |
805.7 | If multiple triggered abilities have triggered since the last time a team received priority, the members of the active team put all triggered abilities any of them controls on the stack in any order they choose, then the members of each nonactive team in turn order do the same. | [] | 2,735 |
805.8 | If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player’s team does so. If a single effect causes more than one player on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player, the first player controls the affected player’s team. | [] | 2,736 |
805.9 | Any ability that refers to the “active player” refers to one specific active player, not to all of the active players. The ability’s controller chooses which one the ability refers to at the time its effect is applied. | [] | 2,737 |
806.1 | In Free-for-All multiplayer games, a group of players compete as individuals against each other. | [] | 2,738 |
806.2 | Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options. | [] | 2,739 |
806.2a | The limited range of influence option usually isn’t used in Free-for-All games. If it is, each player has the same range of influence, which is determined before play begins. See rule 801, “Limited Range of Influence Option.” | [] | 2,740 |
806.2b | Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.” | [] | 2,741 |
806.2c | The deploy creatures option isn’t used in the Free-for-All variant. | [] | 2,742 |
806.3 | The players are randomly seated around the table. | [] | 2,743 |
807.1 | The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players. | [] | 2,744 |
807.2 | Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options. | [] | 2,745 |
807.2a | Each player has a range of influence of 1 (see rule 801). | [] | 2,746 |
807.2b | The attack left option is used (see rule 803). | [] | 2,747 |
807.2c | The attack multiple players and deploy creatures options aren’t used in the Grand Melee variant. | [] | 2,748 |
807.3 | The players are seated at random. | [] | 2,749 |
807.4 | The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player’s turn. | [] | 2,750 |
807.4a | There is one turn marker for each full four players in the game. | [
"A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers."
] | 2,751 |
807.4b | The starting player in the game gets the first turn marker. The player four seats to that player’s left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time. | [] | 2,752 |
807.4c | After a player ends their turn, that player passes the turn marker to the player on their left. If a player with a turn marker leaves the game during their turn, the player to their left takes the turn marker after that turn ends. If a player with a turn marker leaves the game before their turn begins, the player to their left takes the turn marker immediately. | [] | 2,753 |
807.4d | A player who receives a turn marker can’t begin their turn if any player in the three seats to their left has a turn marker. If this is the case, that player waits until the player four seats to their left takes the other turn marker. | [] | 2,754 |
807.4e | If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player’s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times. | [] | 2,755 |
807.4f | For the purposes of determining if one or more players leaving the game would reduce the number of turn markers in the game (see rule 807.4e), disregard turn markers already designated for removal. | [] | 2,756 |
807.4g | If a player who’s taking a turn has a turn marker that’s been designated for removal, that turn marker is removed rather than being passed after that turn ends. If a player who’s not taking a turn has a turn marker that’s been designated for removal, that turn marker is removed immediately. If a removed turn marker had been designated for removal multiple times, the turn marker to its right becomes designated for removal that many times minus one. | [] | 2,757 |
807.4h | If one or more consecutively seated players leave the game, the players that were on either side of those seats don’t enter one another’s range of influence until the next turn begins. | [] | 2,758 |
807.4i | If an effect causes a player with a turn marker to take an extra turn after the current one, that player keeps the turn marker and starts their next turn after the current turn ends, unless another turn marker is too close on either side at that time. If a turn marker is within three seats on the player’s left, the extra turn waits to begin until the player four seats to their left takes the other turn marker. If a turn marker is within three seats on the player’s right, the player passes the turn marker to their left when the turn ends rather than keeping it, and the player will take the extra turn immediately before their next turn. | [] | 2,759 |
807.4j | If an effect would cause a player to take an extra turn after the current turn, but that player wouldn’t have a turn marker at the start of that turn, that player will take the extra turn immediately before their next turn instead. | [
"During Alex’s turn, he casts Time Walk, which causes him to take an extra turn after this one. During the same turn, the player to Alex’s left leaves the game, which causes the number of turn markers to be reduced. After Alex’s current turn ends, his turn marker is removed. He won’t take the extra turn from Time Walk until just before his normal turn the next time he receives a turn marker."
] | 2,760 |
807.5 | Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack. | [] | 2,761 |
807.5a | A player gets priority for a particular turn marker’s stack only if the turn marker is within their range of influence or an object on that stack is controlled by a player within their range of influence. | [] | 2,762 |
807.5b | If a player has priority for multiple stacks and casts a spell, activates an ability, or a triggered ability they control triggers, the player must specify which one of those stacks the spell or ability is put on. If an object on one of those stacks caused the triggered ability to trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks causes a player to cast a spell or create a copy of a spell, the new spell must be put on the same stack. If a spell or ability targets an object on one of those stacks, it must be put on the same stack as its target; it can’t target objects on multiple stacks. | [] | 2,763 |
808.1 | Team vs. Team games are played with two or more teams. Each team may have any number of players on it. | [] | 2,764 |
808.2 | Each team sits together on one side of the table. Each team decides the order in which its players sit. | [] | 2,765 |
808.3 | Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options. | [] | 2,766 |
808.3a | The attack multiple players option is used (see rule 802). | [] | 2,767 |
808.3b | The deploy creatures options and limited range of influence options usually aren’t used in the Team vs. Team variant. | [] | 2,768 |
808.4 | To determine which player goes first, randomly choose a team. If that team has an odd number of players, the player in its center seat goes first. If that team has an even number of players, the player to the left of its midpoint goes first. Turn order goes to the players’ left. | [] | 2,769 |
808.5 | In the Team vs. Team variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents. | [] | 2,770 |
809.1 | The Emperor variant involves two or more teams of three players each. | [] | 2,771 |
809.2 | Each team sits together on one side of the table. Each team decides the order in which it’s seated. Each team has one emperor, who sits in the middle of the team. The remaining players on the team are generals whose job is to protect the emperor. | [] | 2,772 |
809.3 | The Emperor variant uses the following default options. | [] | 2,773 |
809.3a | The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, “Limited Range of Influence Option.” | [] | 2,774 |
809.3b | Emperor games use the deploy creatures option (see rule 804). | [] | 2,775 |
809.3c | A player can attack only an opponent seated immediately next to them, a planeswalker controlled by a player seated immediately next to them, or a battle protected by a player seated immediately next to them. | [
"At the start of an Emperor game, neither emperor can attack any opponents, even though both of the opposing generals are within their spell range."
] | 2,776 |
809.4 | Randomly determine which emperor goes first. Turn order goes to the players’ left. | [] | 2,777 |
809.5 | The Emperor variant includes the following specifications for winning and losing the game. All other rules for ending the game also apply. (See rule 104.) | [] | 2,778 |
809.5a | A team wins the game if its emperor wins. | [] | 2,779 |
809.5b | A team loses the game if its emperor loses. | [] | 2,780 |
809.5c | The game is a draw for a team if the game is a draw for its emperor. | [] | 2,781 |
809.6 | The Emperor variant can also be played with any number of equally sized teams. If the teams have more than three players, the range of influence of each player should be adjusted. | [] | 2,782 |
809.6a | Each general’s range of influence should be the minimum number that allows one general from an opposing team to begin the game within their range of influence. Each emperor’s range of influence should be the minimum number that allows two generals from opposing teams to begin the game within their range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor. | [
"In an Emperor game between two teams of four players each, the player configuration (either clockwise or counterclockwise around the table) should be: Team A general 1, Team A emperor, Team A general 2, Team A general 3, Team B general 1, Team B emperor, Team B general 2, Team B general 3. Each emperor has range of influence 3. Each general 2 has range of influence 2. Each general 1 and general 3 has range of influence 1."
] | 2,783 |
809.7 | In the Emperor variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents. | [] | 2,784 |
810.1 | Two-Headed Giant games are played with two teams of two players each. | [] | 2,785 |
810.10 | Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team. | [] | 2,786 |
810.10a | If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player’s team has. If an effect needs to know how many poison counters a player’s opponents have, that effect uses the number of poison counters opposing teams have. | [] | 2,787 |
810.10b | If an effect says that a player loses poison counters, that player’s team loses that many poison counters. | [] | 2,788 |
810.10c | If an effect says that a player can’t get poison counters, no player on that player’s team can get poison counters. | [] | 2,789 |
810.10d | If a rule or effect needs to know what kinds of counters an individual player has, that effect uses the kinds of counters that player has and the kinds of counters that player’s team has. A player is “poisoned” if that player’s team has one or more poison counters. | [] | 2,790 |
810.11 | The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team’s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.) | [] | 2,791 |
810.2 | The Two-Headed Giant variant uses the shared team turns option. (See rule 805.) | [] | 2,792 |
810.3 | Each team sits together on one side of the table. Each team decides the order in which its players sit. | [] | 2,793 |
810.4 | Each team has a shared life total, which starts at 30 life. | [] | 2,794 |
810.5 | With the exception of life total and poison counters, a team’s resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents. | [] | 2,795 |
810.6 | The team who plays first skips the draw step of its first turn. | [] | 2,796 |
810.7 | The Two-Headed Giant variant uses the combat rules for the shared team turns option (see rule 805.10). This is a change from previous rules. | [] | 2,797 |
810.8 | The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule 104), with the following additions and specifications. | [] | 2,798 |
810.8a | Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect says that a player can’t win the game, that player’s team can’t win the game. If an effect says that a player can’t lose the game, that player’s team can’t lose the game. | [
"In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life total is 0 or less, that team doesn’t lose the game.",
"In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player’s library. That player loses the game, so that player’s entire team loses the game.",
"In a Two-Headed Giant game, a player controls Platinum Angel, which reads, “You can’t lose the game and your opponents can’t win the game.” Neither that player nor their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game."
] | 2,799 |
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