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208.4a
Effects that set a creature’s power and/or toughness to specific values may refer to base power and/or toughness. Other continuous effects may further modify the creature’s power and toughness. See rule 613, “Interaction of Continuous Effects.”
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600
208.4b
Some effects check a creature’s base power and/or toughness. These effects see that creature’s characteristics after applying any characteristic-defining abilities and abilities that set power and/or toughness, ignoring any effects and counters that modify power and/or toughness without setting them. See rule 613, “Interaction of Continuous Effects.”
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601
208.5
If a creature somehow has no value for its power, its power is 0. The same is true for toughness.
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602
209.1
Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it’s not on the battlefield, and it also indicates that the planeswalker enters the battlefield with that many loyalty counters on it (see rule 306.5b).
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603
209.2
An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”
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604
210.1
Each battle card has a defense number printed in its lower right corner. This indicates its defense while it’s not on the battlefield, and it also indicates that the battle enters the battlefield with that many defense counters on it (see rule 310.4b).
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605
211.1
Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting hand size and the maximum hand size of the vanguard card’s owner are determined. See rule 103.5.
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606
212.1
Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner is determined. See rule 103.4.
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607
213.1
Each card features text printed below the text box that has no effect on game play. Not all card sets were printed with all of the information listed below on each card.
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608
213.1a
Most card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set] or simply [card number]. Some cards, such as unique cards in Planeswalker Decks®, have card numbers that exceed the listed total number of cards.
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609
213.1b
A card’s rarity is indicated with a single letter following the collector number.
[]
610
213.1c
Some promotional cards include information to indicate the specific promotion the card is associated with.
[]
611
213.1d
Some cards with interchangeable names include information about a specific version of a card with that interchangeable name. See rule 201.3.
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612
213.1e
The three-character code representing the set in which a card is printed and the two-character code representing the language in which a card is printed are separated by a bullet point. If a card is premium, these codes are instead separated by a star.
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613
213.1f
The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation “Illus.”
[]
614
213.1g
Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.
[]
615
300.1
The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard.
[]
616
300.2
Some objects have more than one card type (for example, an artifact creature). Such objects combine the aspects of each of those card types, and are subject to spells and abilities that affect either or all of those card types.
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617
300.2a
An object that’s both a land and another card type (for example, an artifact land) can only be played as a land. It can’t be cast as a spell.
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618
300.2b
Each tribal card has another card type. Casting and resolving a tribal card follow the rules for casting and resolving a card of the other card type.
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619
301.1
A player who has priority may cast an artifact card from their hand during a main phase of their turn when the stack is empty. Casting an artifact as a spell uses the stack. (See rule 601, “Casting Spells.”)
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620
301.2
When an artifact spell resolves, its controller puts it onto the battlefield under their control.
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621
301.3
Artifact subtypes are always a single word and are listed after a long dash: “Artifact — Equipment.” Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. See rule 205.3g for the complete list of artifact types.
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622
301.4
Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact.
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623
301.5
Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to anything that isn’t a creature.
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624
301.5a
The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature.
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625
301.5b
Equipment spells are cast like other artifact spells. Equipment enter the battlefield like other artifacts. They don’t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move.
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626
301.5c
An Equipment that’s also a creature can’t equip a creature unless that Equipment has reconfigure (see rule 702.151, “Reconfigure”). An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.
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627
301.5d
An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can activate that ability.
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628
301.5e
If an effect attempts to put an Equipment that isn’t also an Aura (see rule 303.4i) onto the battlefield attached to either an object it can’t legally equip or an object that is undefined, the Equipment enters the battlefield unattached. If the Equipment is a token, it’s created and enters the battlefield unattached.
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629
301.5f
An ability of a permanent that refers to the “equipped creature” refers to whatever creature that permanent is attached to, even if the permanent with the ability isn’t an Equipment.
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630
301.6
Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Fortification’s analog to the equip keyword ability is the fortify keyword ability. Rules 301.5a–f apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a Fortification that’s also a creature (not a land) can’t fortify a land. (See rule 702.67, “Fortify.”)
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631
301.7
Some artifacts have the subtype “Vehicle.” Most Vehicles have a crew ability which allows them to become artifact creatures. See rule 702.122, “Crew.”
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632
301.7a
Each Vehicle has a printed power and toughness, but it has these characteristics only if it’s also a creature. See rule 208.3.
[]
633
301.7b
If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values.
[]
634
302.1
A player who has priority may cast a creature card from their hand during a main phase of their turn when the stack is empty. Casting a creature as a spell uses the stack. (See rule 601, “Casting Spells.”)
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635
302.2
When a creature spell resolves, its controller puts it onto the battlefield under their control.
[]
636
302.3
Creature subtypes are always a single word and are listed after a long dash: “Creature — Human Soldier,” “Artifact Creature — Golem,” and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. See rule 205.3m for the complete list of creature types.
[ "“Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard." ]
637
302.4
Power and toughness are characteristics only creatures have.
[]
638
302.4a
A creature’s power is the amount of damage it deals in combat.
[]
639
302.4b
A creature’s toughness is the amount of damage needed to destroy it.
[]
640
302.4c
To determine a creature’s power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule 613, “Interaction of Continuous Effects.”)
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641
302.5
Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare Blockers Step.”)
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642
302.6
A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. A creature can’t attack unless it has been under its controller’s control continuously since their most recent turn began. This rule is informally called the “summoning sickness” rule.
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643
302.7
Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 120.3). If the total damage marked on that 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 creature is removed when it regenerates (see rule 701.15, “Regenerate”) and during the cleanup step (see rule 514.2).
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644
303.1
A player who has priority may cast an enchantment card from their hand during a main phase of their turn when the stack is empty. Casting an enchantment as a spell uses the stack. (See rule 601, “Casting Spells.”)
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645
303.2
When an enchantment spell resolves, its controller puts it onto the battlefield under their control.
[]
646
303.3
Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. See rule 205.3h for the complete list of enchantment types.
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647
303.4
Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.
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648
303.4a
An Aura spell requires a target, which is defined by its enchant ability.
[]
649
303.4b
The object or player an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that object or player.
[]
650
303.4c
If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)
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651
303.4d
An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions. See rule 704.) An Aura can’t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura’s controller chooses which object or player it becomes attached to.
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652
303.4e
An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.
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653
303.4f
If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.
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654
303.4g
If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created.
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655
303.4h
If an effect attempts to put a permanent that isn’t an Aura, Equipment, or Fortification onto the battlefield attached to an object or player, it enters the battlefield unattached.
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656
303.4i
If an effect attempts to put an Aura onto the battlefield attached to either an object or player it can’t legally enchant or an object or player that is undefined, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created.
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657
303.4j
If an effect attempts to attach an Aura on the battlefield to an object or player it can’t legally enchant, the Aura doesn’t move.
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658
303.4k
If an effect allows an Aura that’s being turned face up to become attached to an object or player, the Aura’s controller considers the characteristics of that Aura as it would exist if it were face up to determine what it may be attached to, and they must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.
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659
303.4m
An ability of a permanent that refers to the “enchanted [object or player]” refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn’t an Aura.
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660
303.5
Some enchantments have the subtype “Saga.” See rule 714 for more information about Saga cards.
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661
303.6
Some enchantments have the subtype “Class.” See rule 716 for more information about Class cards.
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662
303.7
Some Aura enchantments also have the subtype “Role.”
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663
303.7a
If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. This is a state-based action. See rule 704.
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664
304.1
A player who has priority may cast an instant card from their hand. Casting an instant as a spell uses the stack. (See rule 601, “Casting Spells.”)
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665
304.2
When an instant spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.
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666
304.3
Instant subtypes are always a single word and are listed after a long dash: “Instant — Arcane.” Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. See rule 205.3k for the complete list of spell types.
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667
304.4
Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.
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668
304.5
If text states that a player may do something “any time they could cast an instant” or “only as an instant,” it means only that the player must have priority. The player doesn’t need to have an instant card they could cast. Effects that would preclude that player from casting an instant spell don’t affect the player’s capability to perform that action (unless the action is actually casting an instant spell).
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669
305.1
A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see rule 116). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on the stack, it is never a spell, and players can’t respond to it with instants or activated abilities.
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670
305.2
A player can normally play one land during their turn; however, continuous effects may increase this number.
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671
305.2a
To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.
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672
305.2b
A player can’t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands they have already played this turn. Ignore any part of an effect that instructs a player to do so.
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673
305.3
A player can’t play a land, for any reason, if it isn’t their turn. Ignore any part of an effect that instructs a player to do so.
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674
305.4
Effects may also allow players to “put” lands onto the battlefield. This isn’t the same as “playing a land” and doesn’t count as a land played during the current turn.
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675
305.5
Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. See rule 205.3i for the complete list of land types.
[ "“Basic Land — Mountain” means the card is a land with the subtype Mountain." ]
676
305.6
The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. An object with the land card type and a basic land type has the intrinsic ability “{T}: Add [mana symbol],” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. See also rule 605, “Mana Abilities.”
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677
305.7
If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.
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678
305.8
Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.
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679
305.9
If an object is both a land and another card type, it can be played only as a land. It can’t be cast as a spell.
[]
680
306.1
A player who has priority may cast a planeswalker card from their hand during a main phase of their turn when the stack is empty. Casting a planeswalker as a spell uses the stack. (See rule 601, “Casting Spells.”)
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681
306.2
When a planeswalker spell resolves, its controller puts it onto the battlefield under their control.
[]
682
306.3
Planeswalker subtypes are always a single word and are listed after a long dash: “Planeswalker — Jace.” Each word after the dash is a separate subtype. Planeswalker subtypes are also called planeswalker types. Planeswalkers may have multiple subtypes. See rule 205.3j for the complete list of planeswalker types.
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683
306.4
Previously, planeswalkers were subject to a “planeswalker uniqueness rule” that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the “legend rule” (see rule 704.5j).
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684
306.5
Loyalty is a characteristic only planeswalkers have.
[]
685
306.5a
The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.
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686
306.5b
A planeswalker has the intrinsic ability “This permanent enters the battlefield with a number of loyalty counters on it equal to its printed loyalty number.” This ability creates a replacement effect (see rule 614.1c).
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687
306.5c
The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.
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688
306.5d
Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”
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689
306.6
Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”)
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690
306.7
Previously, planeswalkers were subject to a redirection effect that allowed a player to have noncombat damage that would be dealt to an opponent be dealt to a planeswalker under that opponent’s control instead. This rule has been removed and certain cards have received errata in the Oracle card reference to deal damage directly to planeswalkers.
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691
306.8
Damage dealt to a planeswalker results in that many loyalty counters being removed from it.
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692
306.9
If a planeswalker’s loyalty is 0, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)
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693
307.1
A player who has priority may cast a sorcery card from their hand during a main phase of their turn when the stack is empty. Casting a sorcery as a spell uses the stack. (See rule 601, “Casting Spells.”)
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694
307.2
When a sorcery spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.
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695
307.3
Sorcery subtypes are always a single word and are listed after a long dash: “Sorcery — Arcane.” Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. See rule 205.3k for the complete list of spell types.
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696
307.4
Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.
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697
307.5
If a spell, ability, or effect states that a player can do something only “any time they could cast a sorcery” or “only as a sorcery,” it means only that the player must have priority, it must be during the main phase of their turn, and the stack must be empty. The player doesn’t need to have a sorcery card they could cast. Effects that would preclude that player from casting a sorcery spell don’t affect the player’s capability to perform that action (unless the action is actually casting a sorcery spell).
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698
307.5a
Similarly, if an effect checks to see if a spell was cast “any time a sorcery couldn’t have been cast,” it’s checking only whether the spell’s controller cast it without having priority, during a phase other than their main phase, or while another object was on the stack.
[]
699