number stringlengths 5 7 | text stringlengths 4 2.56k | examples listlengths 0 4 | __index_level_0__ int64 0 2.94k |
|---|---|---|---|
810.8b | If a player concedes, their team leaves the game immediately. That team loses the game. | [] | 2,800 |
810.8c | If a team’s life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.) | [] | 2,801 |
810.8d | If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.) | [] | 2,802 |
810.9 | Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team’s shared life total. | [
"In a Two-Headed Giant game, a player casts Flame Rift, which reads, “Flame Rift deals 4 damage to each player.” Each team is dealt a total of 8 damage."
] | 2,803 |
810.9a | If a cost or effect needs to know the value of an individual player’s life total, that cost or effect uses the team’s life total instead. | [
"In a Two-Headed Giant game, a player on a team that has 17 life is targeted by Beacon of Immortality, which reads, in part, “Double target player’s life total.” That player gains 17 life, so the team winds up at 34 life.",
"In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, “At the beginning of your upkeep, if you have 50 or more life, you win the game.” At the beginning of that player’s upkeep, the player’s team wins the game if their team’s life total is 50 or more.",
"In a Two-Headed Giant game, a player on a team that has 11 life controls Lurking Evil, an enchantment that reads, “Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying.” To activate the ability, that player must pay 6 life. The team winds up at 5 life."
] | 2,804 |
810.9b | If a cost or effect allows both members of a team to pay life simultaneously, the total amount of life they pay may not exceed their team’s life total. (Players can always pay 0 life.) | [] | 2,805 |
810.9c | If an effect sets a single player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. The team’s life total is adjusted by the amount of life that player gained or lost. | [
"In a Two-Headed Giant game, a player on a team that has 25 life is targeted by an ability that reads, “Target player’s life total becomes 10.” That player’s life total is considered to be 25, so that player loses 15 life. The team winds up at 10 life."
] | 2,806 |
810.9d | If an effect would set the life total of each player on a team to a number, that team chooses one of its members. On that team, only that player is affected. | [
"In a Two-Headed Giant game, one team has 7 life and the other team has 13 life. A player casts Repay in Kind, which reads, “Each player’s life total becomes the lowest life total among all players.” Each team chooses one of its members to be affected. The result is that the chosen player on the team that has 13 life loses 6 life, so that team’s life total winds up at 7."
] | 2,807 |
810.9e | A player can’t exchange life totals with their teammate. If an effect would cause that to occur, the exchange won’t happen. | [] | 2,808 |
810.9f | If an effect instructs a player to redistribute any number of players’ life totals, that player may not affect more than one member of each team this way. | [] | 2,809 |
810.9g | If an effect says that a player can’t gain life, no player on that player’s team can gain life. | [] | 2,810 |
810.9h | If an effect says that a player can’t lose life, no player on that player’s team can lose life or pay any amount of life other than 0. | [] | 2,811 |
811.1 | Alternating Teams games are played with two or more teams of equal size. | [] | 2,812 |
811.2 | Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options. | [] | 2,813 |
811.2a | The recommended range of influence is 2. See rule 801, “Limited Range of Influence Option.” | [] | 2,814 |
811.2b | 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.” | [] | 2,815 |
811.2c | The deploy creatures option isn’t normally used in the Alternating Teams variant. | [] | 2,816 |
811.3 | At the start of the game, players are seated so that no one is next to a teammate and each team is equally spaced out. | [
"In an Alternating Teams game with three teams, A, B, and C, the seating around the table at the start of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on."
] | 2,817 |
811.4 | A player can’t attack opponents who aren’t seated next to them, planeswalkers that aren’t controlled by opponents seated next to them, or battles that aren’t protected by opponents seated next to them. | [] | 2,818 |
811.5 | In the Alternating Teams variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates can’t review each other’s hands unless they are sitting next to each other. Teammates may discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents. | [] | 2,819 |
900.1 | This section contains additional optional rules that can be used for certain casual game variants. It is by no means comprehensive. | [] | 2,820 |
900.2 | The casual variants detailed here use supplemental zones, rules, cards, and other game implements not used in traditional Magic games. | [] | 2,821 |
901.1 | In the Planechase variant, plane cards and phenomenon cards add additional abilities and randomness to the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions. | [] | 2,822 |
901.10 | When a player leaves the game, all objects owned by that player except abilities from phenomena leave the game. (See rule 800.4a.) If that includes a face-up plane card or phenomenon card, the planar controller turns the top card of their planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game. | [] | 2,823 |
901.10a | If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist. | [] | 2,824 |
901.10b | Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller. | [] | 2,825 |
901.11 | After the game has started, if a player moves the top card of their planar deck off that planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.24. | [] | 2,826 |
901.11a | A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk. | [] | 2,827 |
901.11b | The plane card that’s turned face up is the plane the player planeswalks to. The plane card or phenomenon card that’s turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from. | [] | 2,828 |
901.11c | If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes. | [] | 2,829 |
901.12 | A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions. | [] | 2,830 |
901.12a | Each player has their own planar deck. | [] | 2,831 |
901.12b | The planar controller is normally the primary player of the active team. However, if the current planar controller’s team would leave the game, instead the primary player of the next team in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller’s team leaves the game. The new planar controller retains that designation until they leave the game or a different team becomes the active team, whichever comes first. | [] | 2,832 |
901.12c | Even though the face-up plane or phenomenon is controlled by just one player, any ability of that plane or phenomenon that refers to “you” applies to both members of the planar controller’s team. | [] | 2,833 |
901.12d | Since each member of the active team is an active player, each of them may roll the planar die. Each player’s cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn. | [] | 2,834 |
901.13 | In multiplayer formats other than Grand Melee, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. (See rule 801, “Limited Range of Influence Option.”) | [] | 2,835 |
901.14 | In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time. | [] | 2,836 |
901.14a | Before the first turn of the game of the game, each player who will start the game with a turn marker sets a starting plane (see rule 901.5). Each of them is a planar controller. | [] | 2,837 |
901.14b | If a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. Each face-up plane card or phenomenon card that player controlled is put on the bottom of its owner’s planar deck. No player is considered to have planeswalked. | [] | 2,838 |
901.15 | Single Planar Deck Option | [] | 2,839 |
901.15a | As an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can’t contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name. | [] | 2,840 |
901.15b | In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. | [] | 2,841 |
901.15c | If any rule or ability refers to a player’s planar deck, the communal planar deck is used. | [] | 2,842 |
901.2 | A Planechase game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.” | [] | 2,843 |
901.3 | In addition to the normal game materials, each player needs a supplementary planar deck of at least ten plane and/or phenomenon cards and the game needs one planar die. No more than two cards in a planar deck can be phenomenon cards. Each card in a planar deck must have a different English name. (See rule 311, “Planes,” and rule 312, “Phenomena.”) | [] | 2,844 |
901.3a | A planar die is a six-sided die. One face has the Planeswalker symbol. One face has the chaos symbol. The other faces are blank. | [] | 2,845 |
901.4 | plane and phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. | [] | 2,846 |
901.5 | Once all players have kept their opening hands and used the abilities of cards that allow them to take an action with those cards from their opening hands, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. (See rule 103.7.) No abilities of any card turned face up this way trigger during this process. The face-up plane card becomes the starting plane. | [] | 2,847 |
901.6 | The owner of a plane or phenomenon card is the player who started the game with it in their planar deck. The controller of a face-up plane or phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first. | [] | 2,848 |
901.7 | Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated. | [] | 2,849 |
901.7a | A face-up plane card or phenomenon card that’s turned face down becomes a new object. | [] | 2,850 |
901.8 | Planechase games have an inherent triggered ability known as the “planeswalking ability.” The full text of this ability is “Whenever you roll the Planeswalker symbol on the planar die, planeswalk.” (See rule 701.24, “Planeswalk.”) This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 113.8. | [] | 2,851 |
901.9 | Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesn’t use the stack. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule 116.2i.) | [] | 2,852 |
901.9a | If the die roll is a blank face, nothing happens. The active player gets priority. | [] | 2,853 |
901.9b | If the die roll is the chaos symbol, chaos ensues (see rule 311.7). The active player gets priority. | [] | 2,854 |
901.9c | If the die roll is the Planeswalker symbol, the “planeswalking ability” triggers and is put on the stack. The active player gets priority. (See rule 901.8.) | [] | 2,855 |
901.9d | Rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result of a die roll, including ones that compare the results of that roll to other rolls or to a given number, ignores the rolling of the planar die. See 706, “Rolling a Die.” | [] | 2,856 |
902.1 | In the Vanguard variant, a vanguard card allows each player to play the role of a famous character. Each player will have one face-up vanguard card whose abilities and other characteristics affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the following additions. | [] | 2,857 |
902.2 | A Vanguard game may be a two-player game or a multiplayer game. | [] | 2,858 |
902.3 | In addition to the normal game materials, each player needs a vanguard card. Each vanguard card is placed face up next to its owner’s library before the game begins. All vanguard cards remain in the command zone throughout the game. | [] | 2,859 |
902.4 | Each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. | [
"The life modifier of a player’s vanguard card is -3. That player’s starting life total is 17."
] | 2,860 |
902.5 | Each player’s starting hand size is seven cards, as modified by the hand modifier of their vanguard card. | [] | 2,861 |
902.5a | If a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles their hand back into their library, then draws a new hand equal to their starting hand size. (In a multiplayer game, a player’s first mulligan is for the same number of cards as they had before.) See rule 103.5. | [
"The hand modifier of a player’s vanguard card is +2. That player starts the game with a hand of 9 cards. If the player takes a mulligan three times before keeping, they draw a new hand of nine cards and put three of those on the bottom of their library."
] | 2,862 |
902.5b | A player’s maximum hand size is seven, as modified by the hand modifier of their vanguard card. | [
"The hand modifier of a player’s vanguard card is -1. That player’s maximum hand size is six. If that player has more than six cards in their hand as their cleanup step begins, they will discard all but six of them."
] | 2,863 |
902.6 | The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner. | [] | 2,864 |
902.7 | Any abilities of a face-up vanguard card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated. | [] | 2,865 |
903.1 | In the Commander variant, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant was created and popularized by fans; an independent rules committee maintains additional resources at MTGCommander.net. The Commander variant uses all the normal rules for a Magic game, with the following additions. | [] | 2,866 |
903.10 | The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.) | [] | 2,867 |
903.10a | A player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.) | [] | 2,868 |
903.11 | If a player is allowed to bring a card from outside the game into a Commander game, that player can’t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn’t in the color identity of the player’s commander. | [] | 2,869 |
903.12 | Brawl Option | [] | 2,870 |
903.12a | Brawl is an option for a different style of Commander game. Brawl games use the normal rules for the Commander variant with the following modifications. | [] | 2,871 |
903.12b | Brawl decks are usually constructed using cards from the Standard format. | [] | 2,872 |
903.12c | A player designates either a legendary planeswalker or a legendary creature as their commander. | [] | 2,873 |
903.12d | A player’s deck must contain exactly 60 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 60. | [] | 2,874 |
903.12e | If a player’s commander has no colors in its color identity, that player’s deck may contain any number of basic lands of one basic land type of their choice. This is an exception to rule 903.5d. | [] | 2,875 |
903.12f | In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. | [] | 2,876 |
903.12g | In any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal. | [] | 2,877 |
903.12h | Brawl games do not use the state-based action described in rule 704.6c, which causes a player to lose the game if they’ve been dealt 21 or more combat damage by a commander. | [] | 2,878 |
903.13 | Commander Draft | [] | 2,879 |
903.13a | Commander Draft is an option for a different style of Commander game. It consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Commander Draft option uses Commander Legends booster packs by default. | [] | 2,880 |
903.13b | A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts two cards by placing them in a face-down pile in front of them, then passes the remaining cards to the next player. Each player then drafts two cards from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted. | [] | 2,881 |
903.13c | In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right. | [] | 2,882 |
903.13d | During the draft, a player can look only at cards in the booster pack they are currently drafting from and cards they have already drafted. A player may not reveal drafted cards to other players unless an ability instructs them to. | [] | 2,883 |
903.13e | After the draft is complete, the cards a player drafted become that player’s card pool. If the draft contained draft boosters from Commander Legends or Commander Masters, each player may add up to two cards named The Prismatic Piper to their card pool, but only if those cards are used as the player’s commander(s). If the draft contained draft boosters from Commander Legends: Battle for Baldur’s Gate®, each player may add up to two cards named Faceless One to their card pool, but only if those cards are used as the player’s commander(s). | [] | 2,884 |
903.13f | Commander Draft deck construction follows the same rules as Commander deck construction (see rule 903.5) with three exceptions: (1) A player’s deck must contain at least 60 cards. There is no maximum deck size. (2) A player’s deck may include any number of cards from that player’s card pool with the same name. (3) If the draft contained draft boosters from Commander Masters, any card which can be a player’s commander by itself and whose color identity includes one or fewer colors is considered to have the partner ability for the purposes of deckbuilding. (See rule 702.124, “Partner.”) | [] | 2,885 |
903.13g | Commander Draft games follow the same rules as Commander games. See rules 903.6–903.11. | [] | 2,886 |
903.2 | A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.” | [] | 2,887 |
903.3 | Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones. | [
"A commander that’s been turned face down (due to Ixidron’s effect, for example) is still a commander. A commander that’s copying another card (due to Cytoshape’s effect, for example) is still a commander. A permanent that’s copying a commander (such as a Body Double, for example, copying a commander in a player’s graveyard) is not a commander."
] | 2,888 |
903.3a | Some cards have an ability that states the card can be your commander. This ability modifies the rules for deck construction, and it functions before the game begins. See also rule 113.6n. | [] | 2,889 |
903.3b | If a player’s commander is a meld card and it’s melded with the other member of its meld pair, the resulting melded permanent is that player’s commander. | [] | 2,890 |
903.3c | If a player’s commander is a component of a merged permanent, the resulting merged permanent is that player’s commander. | [] | 2,891 |
903.3d | If an effect refers to controlling a commander, it refers to a permanent on the battlefield that is a commander. If an effect refers to casting a commander, it refers to a spell that is a commander. If an effect refers to a commander in a specific zone, it refers to a card in that zone that is a commander. | [] | 2,892 |
903.3e | If an effect refers to a characteristic of “your commander,” it can find the appropriate player’s commander and see its current characteristics, as modified by continuous effects and other rules, in all zones, including that player’s library and hand. | [] | 2,893 |
903.4 | The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204). | [
"Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact’s mana value to any target.” Bosh’s color identity is red."
] | 2,894 |
903.4a | Color identity is established before the game begins. | [] | 2,895 |
903.4b | If a commander has a static ability that causes a player to choose its color before the game begins, that choice applies during deck construction and throughout the game, even as the commander changes zones. That choice affects the commander’s color identity. The player reveals that choice as they put their commander into the command zone before the game begins. See rules 103.2c and 607.2p. | [] | 2,896 |
903.4c | Reminder text is ignored when determining a card’s color identity. See rule 207.2. | [] | 2,897 |
903.4d | The back face of a double-faced card (see rule 712) is included when determining a card’s color identity. This is an exception to rule 712.8a. | [
"Civilized Scholar is the front face of a double-faced card with mana cost {2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color indicator. The card’s color identity is blue and red."
] | 2,898 |
903.4e | If a card has any alternative characteristics, such as those of adventurer cards (see rule 715, “Adventurer Cards”), those characteristics are included when determining the card’s color identity. | [] | 2,899 |
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