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119.2
Damage dealt to a player normally causes that player to lose that much life. See rule 120.3.
[]
400
119.3
If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.
[]
401
119.4
If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life.
[]
402
119.4a
If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if their team’s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their team’s life total.
[]
403
119.4b
Players can always pay 0 life, no matter what their (or their team’s) life total is, and even if an effect says players can’t pay life.
[]
404
119.5
If an effect sets a 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.
[]
405
119.6
If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.
[]
406
119.7
If an effect says that a player can’t gain life, that player can’t make an exchange such that the player’s life total would become higher; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become higher. In addition, a cost that involves having that player gain life can’t be paid, and a replacement effect that would replace a life gain event affecting that player won’t do anything.
[]
407
119.8
If an effect says that a player can’t lose life, that player can’t make an exchange such that the player’s life total would become lower; in that case, the exchange won’t happen. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become lower. In addition, a cost that involves having that player pay life can’t be paid.
[]
408
119.9
Some triggered abilities are written, “Whenever [a player] gains life, . . . .” Such abilities are treated as though they are written, “Whenever a source causes [a player] to gain life, . . . .” If a player gains 0 life, no life gain event has occurred, and these abilities won’t trigger.
[]
409
120.1
Objects can deal damage to battles, creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.
[]
410
120.10
Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker’s loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If those sources together dealt an amount of damage to a battle greater than that battle’s defense before the damage was dealt, excess damage equal to the difference was dealt to that battle. If a permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage dealt to that permanent is the greatest of the calculated amounts for each of the card types it has.
[]
411
120.1a
Damage can’t be dealt to an object that’s not a battle, a creature, or a planeswalker.
[]
412
120.2
Any object can deal damage.
[]
413
120.2a
Damage may be dealt as a result of combat. Each attacking and blocking creature deals combat damage equal to its power during the combat damage step.
[]
414
120.2b
Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.
[]
415
120.3
Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage’s source, and the characteristics of the damage’s recipient (if it’s a permanent).
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416
120.3a
Damage dealt to a player by a source without infect causes that player to lose that much life.
[]
417
120.3b
Damage dealt to a player by a source with infect causes that source’s controller to give the player that many poison counters.
[]
418
120.3c
Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.
[]
419
120.3d
Damage dealt to a creature by a source with wither and/or infect causes that source’s controller to put that many -1/-1 counters on that creature.
[]
420
120.3e
Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.
[]
421
120.3f
Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results.
[]
422
120.3g
Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 702.164, “Toxic.”
[]
423
120.3h
Damage dealt to a battle causes that many defense counters to be removed from that battle.
[]
424
120.4
Damage is processed in a four-part sequence.
[]
425
120.4a
First, if an effect that’s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker, the excess damage is the amount of damage in excess of that planeswalker’s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is a battle, the excess damage is the amount of damage in excess of that battle’s defense, taking into account damage from other sources that would be dealt at the same time. If the first permanent has multiple card types from among the list of creature, planeswalker, and battle, the excess damage is the greatest of the calculated amounts for each of the card types it has.
[]
426
120.4b
Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.
[]
427
120.4c
Third, damage that’s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).
[]
428
120.4d
Finally, the damage event occurs.
[ "A player who controls Boon Reflection, an enchantment that says “If you would gain life, you gain twice that much life instead,” attacks with a 3/3 creature with wither and lifelink. It’s blocked by a 2/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That’s processed into its results, so the damage event is now [one -1/-1 counter is put on the 2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature]. Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counter is put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3 creature]. Then the damage event occurs.", "The defending player controls a creature and Worship, an enchantment that says “If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.” That player is at 2 life, and is being attacked by two unblocked 5/5 creatures. The player casts Awe Strike, which says “The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way,” targeting one of the attackers. The damage event starts out as [10 damage is dealt to the defending player]. Awe Strike’s effect is applied, so the damage event becomes [5 damage is dealt to the defending player, the defending player gains 5 life]. That’s processed into its results, so the damage event is now [the defending player loses 5 life, the defending player gains 5 life]. Worship’s effect sees that the damage event would not reduce the player’s life total to less than 1, so Worship’s effect is not applied. Then the damage event occurs." ]
429
120.5
Damage dealt to a creature, planeswalker, or battle doesn’t destroy it. Likewise, the source of that damage doesn’t destroy it. Rather, state-based actions may destroy a creature or otherwise put a permanent into its owner’s graveyard, due to the results of the damage dealt to that permanent. See rule 704.
[ "A player casts Lightning Bolt, an instant that says “Lightning Bolt deals 3 damage to any target,” targeting a 2/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature." ]
430
120.6
Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.15, “Regenerate”) and during the cleanup step (see rule 514.2).
[]
431
120.7
The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7, “Sources of Damage.”
[]
432
120.8
If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won’t trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.
[]
433
120.9
If an ability triggers on damage being dealt by a specific source or sources, and the effect refers to the “damage dealt,” it refers only to the damage dealt by the specified sources and not to any damage dealt at the same time by other sources.
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434
121.1
A player draws a card by putting the top card of their library into their hand. This is done as a turn-based action during each player’s draw step. It may also be done as part of a cost or effect of a spell or ability.
[]
435
121.2
Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.
[]
436
121.2a
An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1g.
[]
437
121.2b
Some effects say that a player can’t draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can’t choose to do so. Similarly, the player can’t pay a cost that includes drawing multiple cards.
[]
438
121.2c
If more than one player is instructed to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.
[]
439
121.2d
If more than one player is instructed to draw cards in a game that’s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.
[]
440
121.3
If there are no cards in a player’s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can’t draw cards and another effect offers that player the choice to draw a card, that player can’t choose to do so.
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441
121.3a
The same principles apply if the player who’s making the choice is not the player who would draw the card. If the latter player has no cards in their library, the choice can be taken. If an effect says that the latter player can’t draw a card, the choice can’t be taken.
[]
442
121.4
A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
[]
443
121.5
If an effect moves cards from a player’s library to that player’s hand without using the word “draw,” the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards and effects that replace card draws, as well as if the player’s library is empty.
[]
444
121.6
Some effects replace card draws.
[]
445
121.6a
An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player’s library.
[]
446
121.6b
If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.
[]
447
121.6c
Some effects perform additional actions on a card after it’s drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects.
[]
448
121.7
Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven’t been replaced, those parts occur first, then the card draws happen one at a time.
[]
449
121.8
If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i) or until the casting process is reversed (see rule 730, “Handling Illegal Actions”). The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it’s being drawn, it’s revealed after the spell becomes cast or the ability becomes activated. While face down, the drawn card is considered to have no characteristics and can’t be used to pay any part of the cost of the spell or ability that would require the card to have specific characteristics.
[]
450
121.9
If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.
[]
451
122.1
A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.
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452
122.1a
A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield, where X and Y are numbers, adds X to that object’s power and Y to that object’s toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.4c.
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453
122.1b
A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.
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454
122.1c
One or more shield counters on a permanent create a single replacement effect and a single prevention effect that protect the permanent. These effects are “If this permanent would be destroyed as the result of an effect, instead remove a shield counter from it” and “If damage would be dealt to this permanent, prevent that damage and remove a shield counter from it.” See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”
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455
122.1d
One or more stun counters on a permanent create a single replacement effect that stops the permanent from untapping. That effect is “If a permanent with a stun counter on it would become untapped, instead remove a stun counter from it.”
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456
122.1e
The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner’s graveyard as a state-based action. See rule 704.
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457
122.1f
If a player has ten or more poison counters, that player loses the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)
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458
122.1g
The number of defense counters on a battle on the battlefield indicates how much defense it has. A battle with 0 defense is put into its owner’s graveyard if it isn’t the source of an ability that has triggered but not yet left the stack. This state-based action doesn’t use the stack. See rule 704.
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459
122.1h
One or more finality counters on a permanent create a single replacement effect that stops the permanent from going to the graveyard. That effect is “If this permanent would be put into a graveyard from the battlefield, exile it instead.”
[]
460
122.1i
One or more rad counters on a player cause a triggered ability to trigger at the beginning of that player’s precombat main phase. See rule 725, “Rad Counters.”
[]
461
122.2
Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”; they simply cease to exist. See rule 400.7.
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462
122.3
If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.
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463
122.4
If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it as a state-based action. See rule 704.
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464
122.5
If an effect says to “move” a counter, it means to remove that counter from the object it’s currently on and put it onto a second object. If either of these actions isn’t possible, it’s not possible to move a counter, and no counter is removed from or put onto anything. This may occur if the first and second objects are the same object; if the first object doesn’t have the appropriate kind of counter on it; if the second object can’t have counters put onto it; or if either object is no longer in the correct zone.
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465
122.6
Some spells and abilities refer to counters being put on an object. This refers to putting counters on that object while it’s on the battlefield and also to an object that’s given counters as it enters the battlefield.
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466
122.6a
If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify which player puts those counters on it. If the effect doesn’t specify a player, the object’s controller puts those counters on it.
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467
122.7
An ability that triggers “When/Whenever the Nth [kind] counter” is put on an object triggers when one or more counters of the appropriate kind are put on the object such that the object had fewer than N counters on it before the counters were put on it and N or more counters on it after.
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468
122.8
If a triggered ability instructs a player to put one object’s counters on another object and that ability’s trigger condition or effect checks that the object with those counters left the battlefield, the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object.
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469
123.1
A sticker is a marker placed on an object that modifies its characteristics and/or interacts with a rule, ability, or effect. Stickers are not objects. Notably, a sticker is not a counter or a token. Changes to an object from stickers are not part of its copiable values. There are four kinds of stickers: name stickers; ability stickers; power and toughness stickers; and art stickers.
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470
123.2
Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific combination of stickers found on one of those inserts. Sticker sheets are not cards and have no characteristics. Each sticker sheet can be found at Gatherer.Wizards.com.
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471
123.2a
In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets selected before play begins, and each of their sticker sheets must be unique. There is no maximum number of sticker sheets a player may start the game with. Each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. See rule 103, “Starting the Game.”
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472
123.2b
In limited play, each player chooses up to three sticker sheets from among those in the sealed products they opened and reveals them. See rule 103, “Starting the Game.”
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473
123.2c
Each player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed.
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474
123.3
If an effect instructs a player to put a sticker on an object, that player chooses a sticker that is not currently on any objects they own from among the stickers they have access to and puts it on that object.
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475
123.3a
Each sticker a player has access to is discrete and is distinct from each other sticker they have access to. Two stickers are never considered to be the same sticker, even if they have the same text or information on them.
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476
123.3b
A player can’t put a sticker on an object that they don’t own. If an effect would cause them to do so, that part of the effect does nothing.
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477
123.3c
A sticker may have a ticket cost represented by a number inside a ticket symbol (see rule 107.17a). In order to put a sticker with a ticket cost on an object, the player who owns that object must pay that much {TK}. If they don’t have that much {TK}, they can’t put that sticker on an object.
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478
123.3d
If a sticker that is already on an object is moved to another object, that sticker’s ticket cost does not need to be paid again.
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479
123.4
Some rules and effects refer to a “stickered” object. An object is “stickered” if it currently has any kind of sticker on it. An object without any stickers on it is not a stickered object, even if it previously had stickers on it.
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480
123.5
Stickers on an object are not retained as that object moves to a hidden zone. Stickers are retained as that object moves to a public zone and continue to apply to the new object it becomes in that zone; this is an exception to rule 400.7.
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481
123.5a
If one or more cards with stickers on them enter the battlefield as part of a melded permanent, all of those stickers are on the permanent that object becomes on the battlefield. They maintain their relative timestamp order.
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482
123.5b
If an object with a sticker on it becomes a component of a merged permanent on the battlefield, that sticker is on that merged permanent.
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483
123.5c
If a melded or merged permanent with one or more stickers on it moves from the battlefield to another public zone, only one of the objects it becomes will retain those stickers. Its owner chooses which of the objects it becomes in its new zone retains any stickers that are on it. Effects from those stickers will continue to apply to only that object.
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484
123.6
A name sticker consists only of one or more words. A name sticker on a permanent or on a card in a zone other than the battlefield causes the word on that sticker to be added to the text of that object’s name. This is a text-changing effect. See rule 613.1c and rule 612, “Text-Changing Effects.”
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485
123.6a
For the purposes of rules and effects related to name stickers, a “word” in an object’s name is any series of non-space characters that are separated from other non-space characters by one or more spaces. Hyphenated words and words with punctuation are considered to be one word. Blank lines, such as the one in “Wolf in ________ Clothing,” are not considered words in a card’s name.
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486
123.6b
As a name sticker is placed on an object, that object’s controller chooses a position in that object’s name for the word in the name sticker to be added, then announces that object’s new name. That word can be added at the beginning of the object’s name or after any number of the other words that are currently in its name. The new name can be further modified by other name stickers. If that object has no name, its name becomes the word added by the name sticker. Name stickers never modify or remove any of the other words in that name.
[ "As a player puts a name sticker with the word “Dark” printed on it onto a creature named Bear Cub, that creature’s controller chooses whether its new name is “Dark Bear Cub,” “Bear Dark Cub,” or “Bear Cub Dark.” They then announce the new name to all players." ]
487
123.6c
The text that a name sticker is modifying may change due to other effects and/or a permanent’s face-down status (see rule 708, “Face-Down Spells and Permanents”). To determine the name of an object with one or more name stickers, start with the object’s copiable values, then apply each name sticker’s effect and each other text-changing effect in timestamp order. The position of each name sticker will continue to be after the number of words that were before it in the object’s name when it was placed. If there are fewer words in the object’s current name, the word on that sticker is added at the end of its name instead. The position and timestamp order of each name sticker on an object is remembered as the object that sticker is on moves from one public zone to another, and it continues to apply to the new object it becomes in that zone (see rule 123.5). This is an exception to rule 400.7.
[ "Fae of Wishes, an adventurer card, is in exile with a name sticker on it adding the word “Mana” after its second word, so its name is “Fae of Mana Wishes.” An effect allows that player to cast Granted, its Adventure, from exile. The name of that spell on the stack is “Granted Mana.” After that card is exiled as the Adventure resolves, the sticker’s position (after the second word) is remembered, so the name of the exiled card is once again “Fae of Mana Wishes.”", "A player owns a creature named It That Betrays on the battlefield. Using name stickers, they add the word “Eldrazi” to its name after the third word, such that its new name is “It That Betrays Eldrazi.” Later, that creature becomes a copy of a creature named Seeker of the Way. The name sticker continues to apply after the third word, so its new name is “Seeker of the Eldrazi Way.”", "A creature with a name sticker on it becomes enchanted by Witness Protection, an Aura that changes the creature’s name to “Legitimate Businessperson.” Since Witness Protection is also a text-changing effect, and it has a later timestamp than the name sticker, the word on that name sticker is not part of the creature’s name. Its name is “Legitimate Businessperson.”" ]
488
123.6d
Some effects refer to the number of one or more specific letters on a name sticker. A lowercase letter and its uppercase equivalent are the same letter.
[]
489
123.6e
Some effects refer to the number of “unique vowels” on a name sticker. These count the number of different vowels that appear on that sticker, even if one or more of them appear more than once. The vowels are A, E, I, O, U, and Y. A lowercase letter and its uppercase equivalent are the same letter.
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490
123.7
An ability sticker is a sticker with one or more abilities printed on it. An ability sticker on a permanent or on a card in a zone other than the battlefield causes that object to gain the ability that is printed on that sticker. See rule 613.1f.
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491
123.7a
If an effect refers to an ability of an ability sticker, it refers to the ability that sticker grants to the object it is on, even if the object it is on doesn’t currently have that ability due to another effect.
[]
492
123.8
A power and toughness sticker is a sticker that has two numbers and a slash printed on it, resembling the power and toughness of a creature card. A power and toughness sticker on a creature or on a creature or Vehicle card in a zone other than the battlefield sets that object’s power and toughness to the values printed on that sticker (see rule 613.4b). If more than one power and toughness sticker is on a creature, use timestamp order to determine which one takes precedence (see rule 613.7).
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493
123.8a
An effect that refers to the power and/or toughness of a sticker refers only to the printed power and/or toughness values on a power and toughness sticker. It does not refer to any printed value on any other stickers.
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494
123.9
An art sticker on a permanent has no effect on game play other than to act as a marker that other spells and abilities can identify.
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495
200.1
The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.
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496
200.2
Some parts of a card are also characteristics of the object that has them. See rule 109.3.
[]
497
200.3
Some objects that aren’t cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule 111 and rule 707.
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498
201.1
The name of a card is printed on its upper left corner.
[]
499