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2.94k
903.4f
If an ability refers to the colors or number of colors in a commander’s color identity, that quality is undefined if that player doesn’t have a commander. That part of the ability won’t do anything. Costs that refer to that quality are unpayable.
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2,900
903.5
Each Commander deck is subject to the following deck construction rules.
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2,901
903.5a
Each deck must contain exactly 100 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 100.
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2,902
903.5b
Other than basic lands, each card in a Commander deck must have a different English name. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3).
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2,903
903.5c
A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.
[ "Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}. Wort’s color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color." ]
2,904
903.5d
A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.
[ "Wort, the Raidmother’s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can’t include any land cards with the basic land types Plains, Island, or Swamp." ]
2,905
903.6
At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining cards of their deck so that the cards are in a random order. Those cards become the player’s library.
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2,906
903.7
Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards.
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2,907
903.8
A player may cast a commander they own from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game. This additional cost is informally known as the “commander tax.”
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2,908
903.9
A commander may return to the command zone during a Commander game.
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2,909
903.9a
If a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704.
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2,910
903.9b
If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.
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2,911
903.9c
If a commander is a melded permanent or a merged permanent and its owner chooses to put it into the command zone using the replacement effect described in rule 903.9b, that permanent and each component representing it that isn’t a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone.
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2,912
904.1
In the Archenemy variant, a team of players faces off against a single opponent strengthened with powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with the following additions.
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2,913
904.10
If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)
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2,914
904.11
Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.26).
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2,915
904.12
Supervillain Rumble Option
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2,916
904.12a
As an alternative option, players may play a Free-for-All game in which each player has their own scheme deck. The attack multiple players option (see rule 802) is used; no other multiplayer options are used.
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2,917
904.12b
Each player in this game is an archenemy.
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2,918
904.12c
As in a normal Free-for-All game, the starting player is randomly determined. All other rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain Rumble game.
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2,919
904.2
The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule 808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared team turns option (see rule 805) are used; no other multiplayer options are used.
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2,920
904.2a
One of the teams consists of exactly one player, who is designated the archenemy.
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2,921
904.2b
The other team consists of any number of players.
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2,922
904.3
In addition to the normal game materials, the archenemy needs a supplementary scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule 314, “Schemes.”)
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2,923
904.4
All scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up.
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2,924
904.5
The archenemy’s starting life total is 40. Each other player’s starting life total is 20.
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2,925
904.6
Rather than a randomly determined player, the archenemy takes the first turn of the game.
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2,926
904.7
The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.
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2,927
904.8
Any abilities of a face-up scheme 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.
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2,928
904.9
Immediately after the archenemy’s precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it face up. This is called “setting that scheme in motion.” (See rule 701.25.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.
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2,929
905.1
The Conspiracy Draft variant 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 Conspiracy Draft variant uses Magic: The Gathering—Conspiracy® and/or Conspiracy: Take the Crown booster packs by default.
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2,930
905.1a
A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts one card by placing that card in a face-down pile in front of the player, then passes the remaining cards to the next player. Each player then drafts a card 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.
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2,931
905.1b
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.
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2,932
905.1c
During the draft, a player can look only at cards in the booster pack they are currently drafting from, cards they have already drafted, cards that are currently revealed as described in rule 905.2b, and cards that have been drafted face up as described in rule 905.2c. A player may not reveal drafted cards to other players unless an ability instructs them to.
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2,933
905.1d
After the draft and all actions that may be taken during or after the draft, all the cards a player has drafted become that player’s card pool. The player builds their deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b.
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2,934
905.2
Some cards have abilities that function during the draft.
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2,935
905.2a
During a draft, there is no active player or system of priority. If multiple players wish to take an action at the same time during the draft and can’t agree on an order, those actions are taken in a random order.
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2,936
905.2b
Some cards instruct players to reveal them as they’re drafted and then note some information, such as a number or color. This information can be referred to by other abilities during the game. Any player can look at this information at any time during the draft or game. After the information is noted, the drafted card is turned face down and added to the player’s drafted cards pile.
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2,937
905.2c
Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the person who drafted it to turn it face down, or the card leaves that player’s drafted cards pile. While the card is face up, all players may look at it.
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2,938
905.3
A Conspiracy Draft game is 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.”
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2,939
905.4
At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone.
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2,940
905.4a
Conspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, they may turn a face-down conspiracy card they control face up. See rule 702.106, “Hidden Agenda.”
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2,941
905.5
The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.
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2,942
905.6
Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards.
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2,943