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308.1
Each tribal card has another card type. Casting and resolving a tribal card follows the rules for casting and resolving a card of the other card type.
[]
700
308.2
Tribal subtypes are always a single word and are listed after a long dash: “Tribal Enchantment — Merfolk.” The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Tribals may have multiple subtypes. See rule 205.3m for the complete list of creature types.
[]
701
309.1
Dungeon is a card type seen only on nontraditional Magic cards.
[]
702
309.2
Dungeon cards begin outside the game. Dungeon cards aren’t part of a player’s deck or sideboard. They are brought into the game using the venture into the dungeon keyword action. See rule 701.46, “Venture into the Dungeon.”
[]
703
309.2a
If a player ventures into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone.
[]
704
309.2b
A dungeon card that’s brought into the game is put into the command zone until it leaves the game.
[]
705
309.2c
Dungeon cards are not permanents. They can’t be cast. Dungeon cards can’t leave the command zone except as they leave the game.
[]
706
309.2d
If an effect other than a venture into the dungeon keyword action would bring a dungeon card into the game from outside the game, it doesn’t; that card remains outside the game.
[]
707
309.3
A player can own only one dungeon card in the command zone at a time, and they can’t bring a dungeon card into the game if a dungeon card they own is in the command zone.
[]
708
309.4
Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are currently in.
[]
709
309.4a
As a player puts a dungeon they own into the command zone, they put their venture marker on the topmost room.
[]
710
309.4b
Each room has a name. These names are considered flavor text and do not affect game play.
[]
711
309.4c
Each room has a triggered ability called a room ability whose effect is printed on the card. They all have the same trigger condition not printed on the card. The full text of each room ability is “When you move your venture marker into this room, [effect.]” As long as a dungeon card is in the command zone, its abilities may trigger. Each room ability is controlled by the player who owns the dungeon card that is that ability’s source.
[]
712
309.5
The venture into the dungeon keyword action allows players to move their venture marker down the rooms of a dungeon card.
[]
713
309.5a
If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker isn’t on that dungeon’s bottommost room, they move their venture marker from the room it is on to the next room, following the direction of an arrow pointing away from the room their venture marker is on. If there are multiple arrows pointing away from the room the player’s venture marker is on, they choose one of them to follow.
[]
714
309.5b
If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker is on that dungeon card’s bottommost room, they remove that dungeon card from the game. They then choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room.
[]
715
309.6
If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. (This is a state-based action. See rule 704.)
[]
716
309.7
A player completes a dungeon as that dungeon card is removed from the game.
[]
717
310.1
A player who has priority may cast a battle card from their hand during a main phase of their turn when the stack is empty. Casting a battle as a spell uses the stack. (See rule 601, “Casting Spells.”)
[]
718
310.10
If a battle that isn’t being attacked has no player designated as its protector, or its protector is a player who can’t be its protector based on its battle type, its controller chooses an appropriate player to be its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. This is a state-based action (see rule 704).
[]
719
310.11
All currently existing battles have the subtype Siege. Sieges are subject to special rules.
[]
720
310.11a
As a Siege enters the battlefield, its controller must choose its protector from among their opponents. Only an opponent of a Siege’s controller can be its protector.
[]
721
310.11b
Sieges have the intrinsic ability “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.”
[]
722
310.2
When a battle spell resolves, its controller puts it onto the battlefield under their control.
[]
723
310.3
Battle subtypes are always a single word and are listed after a long dash: “Battle — Siege.” Battle subtypes are also called battle types. See rule 205.3q for the complete list of battle types.
[]
724
310.4
Defense is a characteristic that battles have.
[]
725
310.4a
The defense of a battle card not on the battlefield is equal to the number printed in its lower right corner.
[]
726
310.4b
A battle has the intrinsic ability “This permanent enters the battlefield with a number of defense counters on it equal to its printed defense number.” This ability creates a replacement effect (see rule 614.1c).
[]
727
310.4c
The defense of a battle on the battlefield is equal to the number of defense counters on it.
[]
728
310.5
Battles can be attacked. (See rule 508, “Declare Attackers Step.”)
[]
729
310.6
Damage dealt to a battle results in that many defense counters being removed from it.
[]
730
310.7
If a battle’s defense is 0 and it isn’t the source of an ability which has triggered but not yet left the stack, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)
[]
731
310.8
Each battle has a player designated as its protector.
[]
732
310.8a
As a battle enters the battlefield, its controller chooses a player to be its protector. Which players may be chosen as its protector are determined by its battle type (see rule 310.11). If it has no battle types, its controller becomes its protector.
[]
733
310.8b
A battle’s protector can never attack it. A battle can be attacked by any attacking player for whom its protector is a defending player. Notably, a Siege battle can be attacked by its own controller.
[]
734
310.8c
A battle’s protector may block creatures attacking that battle with creatures they control. Creatures controlled by other players can’t block those attackers.
[]
735
310.8d
If a battle’s protector is a different player than its controller, all rules and effects that refer to the “defending player” relative to a battle that is being attacked refer to that battle’s protector rather than its controller. See rule 508.5.
[]
736
310.8e
If a rule or effect refers to the player who protects a battle, it means the player who is that battle’s protector.
[]
737
310.8f
A battle can have only one protector at a time. A battle’s protector stops being its protector if another player becomes its protector.
[]
738
310.8g
A battle’s protector doesn’t change if it stops being a battle or it becomes a copy of another battle.
[]
739
310.9
A battle can’t be attached to players or permanents, even if it is also an Aura, Equipment, or Fortification. If a battle is somehow attached to a permanent, it becomes unattached. This is a state-based action (see rule 704).
[]
740
311.1
Plane is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses plane cards. See rule 901, “Planechase.”
[]
741
311.2
Plane cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a plane card would leave the command zone, it remains in the command zone.
[]
742
311.3
Plane subtypes are listed after a long dash, and may be multiple words: “Plane — Serra’s Realm.” All words after the dash are, collectively, a single subtype. Planar subtypes are called planar types. A plane can have only one subtype. See rule 205.3n for the complete list of planar types.
[]
743
311.4
A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
[]
744
311.5
The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.
[]
745
311.6
A face-up plane card that’s turned face down becomes a new object.
[]
746
311.7
Each plane card has a triggered ability that triggers “Whenever chaos ensues.” These are called chaos abilities. Each one is indicated by a chaos symbol to the left of the ability, though the symbol itself has no special rules meaning. This ability triggers if the chaos symbol is rolled on the planar die (see rule 901.9b), if a resolving spell or ability says that chaos ensues, or if a resolving spell or ability states that chaos ensues for a particular object. In the last case, the chaos ability can trigger even if that plane card is still in the planar deck but revealed. A chaos ability is controlled by the current planar controller.
[]
747
312.1
Phenomenon is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses phenomenon cards. See rule 901, “Planechase.”
[]
748
312.2
Phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a phenomenon card would leave the command zone, it remains in the command zone.
[]
749
312.3
Phenomenon cards have no subtypes.
[]
750
312.4
The controller of a face-up phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.
[]
751
312.5
Each phenomenon card has a triggered ability that triggers when you encounter it. “When you encounter [this phenomenon]” means “When you move this card off a planar deck and turn it face up.”
[]
752
312.6
A face-up phenomenon card that’s turned face down becomes a new object.
[]
753
312.7
If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.24, “Planeswalk.”)
[]
754
313.1
Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual variant uses vanguard cards. See rule 902, “Vanguard.”
[]
755
313.2
Vanguard cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast. If a vanguard card would leave the command zone, it remains in the command zone.
[]
756
313.3
Vanguard cards have no subtypes.
[]
757
313.4
A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
[]
758
313.5
The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.
[]
759
313.6
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 to the starting hand size and maximum hand size of the vanguard card’s owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and their maximum hand size. See rule 103.5.
[]
760
313.7
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 (normally 20) to is determined. See rule 103.4.
[]
761
314.1
Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual variant uses scheme cards. See rule 904, “Archenemy.”
[]
762
314.2
Scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up. They’re not permanents. They can’t be cast. If a scheme card would leave the command zone, it remains in the command zone.
[]
763
314.3
Scheme cards have no subtypes.
[]
764
314.4
A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
[]
765
314.5
The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.
[]
766
314.6
If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)
[]
767
314.7
If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone that’s the source of that ability. This is an exception to rule 109.2.
[]
768
315.1
Conspiracy cards are used only in limited play, particularly in the Conspiracy Draft variant (see rule 905). Conspiracy cards aren’t used in constructed play.
[]
769
315.2
At the start of a game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone. Conspiracy cards with hidden agenda are put into the command zone face down. (See rule 702.106, “Hidden Agenda.”)
[]
770
315.3
Conspiracy cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast or included in a deck. If a conspiracy card would leave the command zone, it remains in the command zone. Conspiracy cards that aren’t in the game can’t be brought into the game.
[]
771
315.4
Conspiracy cards have no subtypes.
[]
772
315.5
Conspiracy cards may have any number of static or triggered abilities. As long as a conspiracy card is face up in the command zone, its static abilities affect the game, and its triggered abilities may trigger.
[]
773
315.5a
Abilities of conspiracy cards may affect the start-of-game procedure.
[]
774
315.5b
Face-down conspiracy cards have no characteristics.
[]
775
315.6
The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.
[]
776
315.7
At any time, you may look at a face-down conspiracy card you control. You can’t look at face-down conspiracy cards controlled by other players.
[]
777
400.1
A zone is a place where objects can be during a game. There are normally seven zones: library, hand, battlefield, graveyard, stack, exile, and command. Some older cards also use the ante zone. Each player has their own library, hand, and graveyard. The other zones are shared by all players.
[]
778
400.10
If an object in the command zone is put into the command zone, it doesn’t change zones, but it becomes a new object that has just entered the command zone.
[]
779
400.11
An object is outside the game if it isn’t in any of the game’s zones. Outside the game is not a zone.
[]
780
400.11a
Cards in a player’s sideboard are outside the game. See rule 100.4.
[]
781
400.11b
Some effects bring cards into a game from outside the game. Those cards remain in the game until the game ends, their owner leaves the game, or a rule or effect removes them from the game, whichever comes first.
[]
782
400.11c
Cards outside the game can’t be affected by spells or abilities, except for characteristic-defining abilities printed on them (see rule 604.3) and spells and abilities that allow those cards to be brought into the game.
[]
783
400.12
Some effects instruct a player to do something to a zone (such as “Shuffle your hand into your library”). That action is performed on all cards in that zone. The zone itself is not affected.
[]
784
400.2
Public zones are zones in which all players can see the cards’ faces, except for those cards that some rule or effect specifically allow to be face down. Graveyard, battlefield, stack, exile, ante, and command are public zones. Hidden zones are zones in which not all players can be expected to see the cards’ faces. Library and hand are hidden zones, even if all the cards in one such zone happen to be revealed.
[]
785
400.3
If an object would go to any library, graveyard, or hand other than its owner’s, it goes to its owner’s corresponding zone.
[]
786
400.4
Cards with certain card types can’t enter certain zones.
[]
787
400.4a
If an instant or sorcery card would enter the battlefield, it remains in its previous zone.
[]
788
400.4b
If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone.
[]
789
400.5
The order of objects in a library, in a graveyard, or on the stack can’t be changed except when effects or rules allow it. The same is true for objects arranged in face-down piles in other zones. Other objects in other zones can be arranged however their owners wish, although who controls those objects, whether they’re tapped or flipped, and what other objects are attached to them must remain clear to all players.
[]
790
400.6
If an object would move from one zone to another, determine what event is moving the object. If the object is moving to a public zone and its owner will be able to look at it in that zone, its owner looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each other player who will be able to look at it in that zone does so. Then any appropriate replacement effects, whether they come from that object or from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object’s controller—or its owner if it has no controller—chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous “destroy” effects.) Then the event moves the object.
[ "Exquisite Archangel has an ability which reads “If you would lose the game, instead exile Exquisite Archangel and your life total becomes equal to your starting life total.” A spell deals 5 damage to a player with 5 life and 5 damage to an Exquisite Archangel under that player’s control. As state-based actions are performed, that player’s life total becomes equal to their starting life total, and that player chooses whether Exquisite Archangel moves to its owner’s graveyard or to exile." ]
791
400.7
An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. This rule has the following exceptions.
[]
792
400.7a
Effects from spells, activated abilities, and triggered abilities that change the characteristics or controller of a permanent spell on the stack continue to apply to the permanent that spell becomes.
[]
793
400.7b
Effects from static abilities that grant an ability to a permanent spell that functions on the battlefield continue to apply to the permanent that spell becomes (see rule 611.3d).
[]
794
400.7c
Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes.
[]
795
400.7d
An ability of a permanent can reference information about the spell that became that permanent as it resolved, including what costs were paid to cast that spell or what mana was spent to pay those costs.
[]
796
400.7e
Abilities that trigger when an object moves from one zone to another (for example, “When Rancor is put into a graveyard from the battlefield”) can find the new object that it became in the zone it moved to when the ability triggered, if that zone is a public zone.
[]
797
400.7f
Abilities that trigger when an enchanted permanent leaves the battlefield can find the new object that each Aura enchanting that permanent became in its owner’s graveyard if it was put into that graveyard at the same time the enchanted permanent left the battlefield. It can also find the new object that each Aura enchanting it became in its owner’s graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule 704.5m.)
[]
798
400.7g
If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.
[]
799