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115.1b
Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target is chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)
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300
115.1c
An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b.
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301
115.1d
A triggered ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object and/or player. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.
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302
115.1e
Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”
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303
115.2
Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can’t exist on the battlefield, such as a spell or ability. See also rule 115.4.
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304
115.3
The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 115.7).
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305
115.4
Some spells and abilities that refer to damage require “any target,” “another target,” “two targets,” or similar rather than “target [something].” These targets may be creatures, players, planeswalkers, or battles. Other game objects, such as noncreature artifacts or spells, can’t be chosen.
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306
115.5
A spell or ability on the stack is an illegal target for itself.
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307
115.6
A spell or ability that requires targets may allow zero targets to be chosen. Such a spell or ability is still said to require targets, but that spell or ability is targeted only if one or more targets have been chosen for it.
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308
115.7
Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose new targets for a spell or ability.
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309
115.7a
If an effect allows a player to “change the target(s)” of a spell or ability, each target can be changed only to another legal target. If a target can’t be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren’t changed to other legal targets, none of them are changed.
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310
115.7b
If an effect allows a player to “change a target” of a spell or ability, the process described in rule 115.7a is followed, except that only one of those targets may be changed (rather than all of them or none of them).
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311
115.7c
If an effect allows a player to “change any targets” of a spell or ability, the process described in rule 115.7a is followed, except that any number of those targets may be changed (rather than all of them or none of them).
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312
115.7d
If an effect allows a player to “choose new targets” for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.
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313
115.7e
When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is legal.
[ "Arc Trail is a sorcery that reads “Arc Trail deals 2 damage to any target and 1 damage to another target.” The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads “You may choose new targets for target spell,” targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear." ]
314
115.7f
A spell or ability may “divide” or “distribute” an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can’t be changed.
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315
115.8
Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn’t allow that player to change its mode. (See rule 700.2.)
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316
115.9
Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.
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317
115.9a
An object that looks for a “[spell or ability] with [a number of] targets” checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object or player became a target more than once, each of those instances is counted separately.
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318
115.9b
An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.
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319
115.9c
An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or players that were chosen as targets of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability’s target is checked as described in rule 115.9b.
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320
116.1
Special actions are actions a player may take when they have priority that don’t use the stack. These are not to be confused with turn-based actions and state-based actions, which the game generates automatically. (See rule 703, “Turn-Based Actions,” and rule 704, “State-Based Actions.”)
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321
116.2
There are ten special actions:
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322
116.2a
Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player’s hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, “Lands.”
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323
116.2b
Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See rule 708, “Face-Down Spells and Permanents.”
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324
116.2c
Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time they have priority, unless that effect specifies another timing restriction, for as long as the effect allows it.
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325
116.2d
Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority.
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326
116.2e
One card (Circling Vultures) has the ability “You may discard Circling Vultures any time you could cast an instant.” Doing so is a special action. A player can take such an action any time they have priority.
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327
116.2f
A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.62, “Suspend.”
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328
116.2g
A player who has chosen a companion may pay {3} to put that card from outside the game into their hand. This is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn, but only if they haven’t done so yet this game. (See rule 702.139, “Companion.”)
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329
116.2h
A player who has a card with foretell in their hand may pay {2} and exile that card face down. This is a special action. A player may take this action any time they have priority during their turn. See rule 702.143, “Foretell.”
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330
116.2i
In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. 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. 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 901, “Planechase.”
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331
116.2j
In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time they have priority. See rule 905.4a.
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332
116.3
If a player takes a special action, that player receives priority afterward.
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333
117.1
Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.
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334
117.1a
A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.
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335
117.1b
A player may activate an activated ability any time they have priority.
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336
117.1c
A player may take some special actions any time they have priority. A player may take other special actions during their main phase any time they have priority and the stack is empty. See rule 116, “Special Actions.”
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337
117.1d
A player may activate a mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).
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338
117.2
Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.
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339
117.2a
Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, “Handling Triggered Abilities.”) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the stack. See rule 117.5.
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340
117.2b
Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604, “Handling Static Abilities,” and rule 611, “Continuous Effects.”)
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341
117.2c
Turn-based actions happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority. See rule 117.3a. Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703, “Turn-Based Actions.”
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342
117.2d
State-based actions happen automatically when certain conditions are met. See rule 704. They’re dealt with before a player would receive priority. See rule 117.5.
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343
117.2e
Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate mana abilities. Even if a player is doing so, no player has priority while a spell or ability is resolving. See rule 608, “Resolving Spells and Abilities.”
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344
117.3
Which player has priority is determined by the following rules:
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345
117.3a
The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule 703) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don’t get priority during the cleanup step (see rule 514.3).
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346
117.3b
The active player receives priority after a spell or ability (other than a mana ability) resolves.
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347
117.3c
If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.
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348
117.3d
If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player’s mana pool, they announce what mana is there. Then the next player in turn order receives priority.
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349
117.4
If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.
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350
117.5
Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.
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351
117.6
In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, “Shared Team Turns Option.”
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352
117.7
If a player with priority casts a spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated “in response to” the earlier spell or ability. The new spell or ability will resolve first. See rule 608, “Resolving Spells and Abilities.”
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353
118.1
A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost.
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354
118.10
Each payment of a cost applies to only one spell, ability, or effect. For example, a player can’t sacrifice just one creature to activate the activated abilities of two permanents that each require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn’t pay another spell or ability’s cost, even if part of its effect is doing the same thing the other cost asks for.
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355
118.11
The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don’t match the actions that are called for, the cost has still been paid.
[ "A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of “Draw a card,” and Obstinate Familiar, a creature that says “If you would draw a card, you may skip that draw instead.” The player may decide to pay Psychic Vortex’s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid." ]
356
118.12
Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t], [effect].” Or “[A player] may [do something]. If [that player] [does, doesn’t, or can’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does, doesn’t, or can’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.
[ "You control Standstill, an enchantment that says “When a player casts a spell, sacrifice Standstill. If you do, each of that player’s opponents draws three cards.” A spell is cast, causing Standstill’s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill’s ability resolves, you’re unable to pay the “sacrifice Standstill” cost. No player will draw cards.", "Your opponent has cast Gather Specimens, a spell that says “If a creature would enter the battlefield under an opponent’s control this turn, it enters the battlefield under your control instead.” You control a face-down Dermoplasm, a creature with morph that says “When Dermoplasm is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return Dermoplasm to its owner’s hand.” You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent’s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner’s hand." ]
357
118.12a
Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].” This means the same thing as “[A player may do something else]. If [that player doesn’t], [do something].”
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358
118.12b
Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an “If [a player] does” clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.
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359
118.13
Some costs contain mana symbols that can be paid in multiple ways. These include hybrid mana symbols and Phyrexian mana symbols.
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360
118.13a
If the mana cost of a spell or the activation cost of an activated ability contains a mana symbol that can be paid in multiple ways, the choice of how to pay for that symbol is made as its controller proposes that spell or ability (see rule 601.2b).
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361
118.13b
If a cost paid during the resolution of a spell or ability contains a mana symbol that can be paid in multiple ways, the player paying that cost chooses how to pay for that symbol immediately before they pay that cost.
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362
118.13c
If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost.
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363
118.14
Some effects say that “mana of any type can be spent” to pay a cost. This means that players may spend mana as though it were colorless mana or mana of any color to pay that cost. If that effect also gives a player permission to cast spells, this applies only to mana that player spends to cast spells that way. See rule 609.4b.
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364
118.2
If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2f–h.
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365
118.3
A player can’t pay a cost without having the necessary resources to pay it fully. For example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped can’t be tapped to pay a cost. See rule 202, “Mana Cost and Color,” and rule 602, “Activating Activated Abilities.”
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366
118.3a
Paying mana is done by removing the indicated mana from a player’s mana pool. (Players can always pay 0 mana.) If excess mana remains in that player’s mana pool after making that payment, the player announces what mana is still there.
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367
118.3b
Paying life is done by subtracting the indicated amount of life from a player’s life total. (Players can always pay 0 life.)
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368
118.3c
Activating mana abilities is not mandatory, even if paying a cost is.
[ "A player controls Lodestone Golem, which says “Nonartifact spells cost {1} more to cast.” Another player removes the last time counter from a suspended sorcery card. That player must cast that spell if able, but doing so costs {1}. The player is forced to pay that cost if enough mana is in their mana pool, but the player isn’t forced to activate a mana ability to produce that mana. If they don’t, the card simply remains exiled." ]
369
118.4
Some costs include an {X} or an X. See rule 107.3.
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370
118.5
Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the player’s acknowledgment that they are paying it. Even though such a cost requires no resources, it’s not automatically paid.
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371
118.5a
A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it won’t cast itself automatically. The same is true for an activated ability whose cost is {0}.
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372
118.6
Some objects have no mana cost. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of an object with no mana cost. Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action.
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373
118.6a
If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid.
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374
118.7
What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it’s considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.
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375
118.7a
Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can’t affect the colored or colorless mana components of that cost.
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376
118.7b
If a cost is reduced by an amount of colored or colorless mana, but the cost doesn’t require mana of that type, the cost is reduced by that amount of generic mana.
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377
118.7c
If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost’s mana component of that color is reduced to nothing and the cost’s generic mana component is reduced by the difference.
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378
118.7d
If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost’s colorless mana component is reduced to nothing and the cost’s generic mana component is reduced by the difference.
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379
118.7e
If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a generic half is chosen, the cost is reduced by an amount of generic mana equal to that half’s number.
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380
118.7f
If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol’s color.
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381
118.7g
If a cost is reduced by an amount of mana represented by one or more snow mana symbols, the cost is reduced by that much generic mana.
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382
118.8
Some spells and abilities have additional costs. An additional cost is a cost listed in a spell’s rules text, or applied to a spell or ability from another effect, that its controller must pay at the same time they pay the spell’s mana cost or the ability’s activation cost. Note that some additional costs are listed in keywords; see rule 702.
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383
118.8a
Any number of additional costs may be applied to a spell as it’s being cast or to an ability as it’s being activated. The controller of the spell or ability announces their intentions to pay any or all of those costs as described in rule 601.2b.
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384
118.8b
Some additional costs are optional.
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385
118.8c
If an effect instructs a player to cast a spell “if able,” and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn’t required to cast that spell, even if those cards are present in that zone.
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386
118.8d
Additional costs don’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.
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387
118.9
Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied to it from another effect, that its controller may pay rather than paying the spell’s mana cost. Alternative costs are usually phrased, “You may [action] rather than pay [this object’s] mana cost,” or “You may cast [this object] without paying its mana cost.” Note that some alternative costs are listed in keywords; see rule 702.
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388
118.9a
Only one alternative cost can be applied to any one spell as it’s being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b.
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389
118.9b
Alternative costs are generally optional. An effect that allows you to cast a spell may require a certain alternative cost to be paid.
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390
118.9c
An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.
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391
118.9d
If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and cost reductions that affect that spell are applied to that alternative cost. (See rule 601.2f.)
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392
119.1
Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
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393
119.10
Some replacement effects are written, “If [a player] would gain life, . . . .” Such abilities are treated as though they are written, “If a source would cause [a player] to gain life, . . . .” If a player gains 0 life, no life gain event would occur, and these effects won’t apply.
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394
119.1a
In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.”
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395
119.1b
In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. See rule 902, “Vanguard.”
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396
119.1c
In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.”
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397
119.1d
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. See rule 903.12, “Brawl Option.”
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398
119.1e
In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.”
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399