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|---|---|---|---|
400.7h
|
If an effect allows a nonland card to be cast, other parts of that effect can find the new object that card becomes after it moves to the stack as a result of being cast this way.
|
[] | 800
|
400.7i
|
If an effect allows a land card to be played, other parts of that effect can find the new object that land card becomes after it moves to the battlefield as a result of being played this way.
|
[] | 801
|
400.7j
|
If an effect causes an object to move to a public zone, other parts of that effect can find that object. If the cost of a spell or ability causes an object to move to a public zone, that spell or ability’s effects can find that object.
|
[] | 802
|
400.7k
|
After resolving a madness triggered ability (see rule 702.35), if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that object.
|
[] | 803
|
400.7m
|
Stickers on an object in a public zone are retained as it moves to another public zone (see rule 123.5). Any effects from stickers continue to apply to the new object it becomes in that zone.
|
[] | 804
|
400.8
|
If an object in the exile zone is exiled, it doesn’t change zones, but it becomes a new object that has just been exiled.
|
[] | 805
|
400.9
|
If a face-up object in the command zone is turned face down, it becomes a new object.
|
[] | 806
|
401.1
|
When a game begins, each player’s deck becomes their library.
|
[] | 807
|
401.2
|
Each library must be kept in a single face-down pile. Players can’t look at or change the order of cards in a library.
|
[] | 808
|
401.3
|
Any player may count the number of cards remaining in any player’s library at any time.
|
[] | 809
|
401.4
|
If an effect puts two or more cards in a specific position in a library at the same time, the owner of those cards may arrange them in any order. That library’s owner doesn’t reveal the order in which the cards go into the library.
|
[] | 810
|
401.5
|
Some effects tell a player to play with the top card of their library revealed, or say that a player may look at the top card of their library. If the top card of the player’s library changes while a spell is being cast, the new top card won’t be revealed and can’t be looked at until the spell becomes cast (see rule 601.2i). The same is true with relation to an ability being activated.
|
[] | 811
|
401.6
|
If an effect causes a player to play with the top card of their library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.
|
[] | 812
|
401.7
|
If an effect causes a player to put a card into a library “Nth from the top,” and that library has fewer than N cards in it, the player puts that card on the bottom of that library.
|
[] | 813
|
402.1
|
The hand is where a player holds cards that have been drawn. Cards can be put into a player’s hand by other effects as well. At the beginning of the game, each player draws a number of cards equal to that player’s starting hand size, normally seven. (See rule 103, “Starting the Game.”)
|
[] | 814
|
402.2
|
Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in their hand, but as part of their cleanup step, the player must discard excess cards down to the maximum hand size.
|
[] | 815
|
402.3
|
A player may arrange their hand in any convenient fashion and look at it at any time. A player can’t look at the cards in another player’s hand but may count those cards at any time.
|
[] | 816
|
403.1
|
Most of the area between the players represents the battlefield. The battlefield starts out empty. Permanents a player controls are normally kept in front of them on the battlefield, though there are some cases (such as an Aura attached to another player’s permanent) when a permanent one player controls is kept closer to a different player.
|
[] | 817
|
403.2
|
A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone.
|
[] | 818
|
403.3
|
Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, “Permanents.”
|
[] | 819
|
403.4
|
Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to any previous permanent represented by the same card, except for the cases listed in rule 400.7. (This is also true for any objects entering any zone.)
|
[] | 820
|
403.5
|
Previously, the battlefield was called the “in-play zone.” Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield. Cards that were printed with that text have received errata in the Oracle card reference.
|
[] | 821
|
404.1
|
A player’s graveyard is their discard pile. Any object that’s countered, discarded, destroyed, or sacrificed is put on top of its owner’s graveyard, as is any instant or sorcery spell that’s finished resolving. Each player’s graveyard starts out empty.
|
[] | 822
|
404.2
|
Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can’t change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in their graveyard.
|
[] | 823
|
404.3
|
If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.
|
[] | 824
|
405.1
|
When a spell is cast, the physical card is put on the stack (see rule 601.2a). When an ability is activated or triggers, it goes on top of the stack without any card associated with it (see rules 602.2a and 603.3).
|
[] | 825
|
405.2
|
The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it’s put on top of all objects already there.
|
[] | 826
|
405.3
|
If an effect puts two or more objects on the stack at the same time, those controlled by the active player are put on lowest, followed by each other player’s objects in APNAP order (see rule 101.4). If a player controls more than one of these objects, that player chooses their relative order on the stack.
|
[] | 827
|
405.4
|
Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that’s on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the person who cast it. The controller of an activated ability is the player who activated it. The controller of a triggered ability is the player who controlled the ability’s source when it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.
|
[] | 828
|
405.5
|
When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when all players pass, the current step or phase ends and the next begins.
|
[] | 829
|
405.6
|
Some things that happen during the game don’t use the stack.
|
[] | 830
|
405.6a
|
Effects don’t go on the stack; they’re the result of spells and abilities resolving. Effects may create delayed triggered abilities, however, and these may go on the stack when they trigger (see rule 603.7).
|
[] | 831
|
405.6b
|
Static abilities continuously generate effects and don’t go on the stack. (See rule 604, “Handling Static Abilities.”) This includes characteristic-defining abilities such as “[This object] is red” (see rule 604.3).
|
[] | 832
|
405.6c
|
Mana abilities resolve immediately. If a mana ability both produces mana and has another effect, the mana is produced and the other effect happens immediately. If a player had priority before a mana ability was activated, that player gets priority after it resolves. (See rule 605, “Mana Abilities.”)
|
[] | 833
|
405.6d
|
Special actions don’t use the stack; they happen immediately. See rule 116, “Special Actions.”
|
[] | 834
|
405.6e
|
Turn-based actions don’t use the stack; they 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.
|
[] | 835
|
405.6f
|
State-based actions don’t use the stack; they happen automatically when certain conditions are met. See rule 704. They are dealt with before a player would receive priority. See rule 117.5.
|
[] | 836
|
405.6g
|
A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a.
|
[] | 837
|
405.6h
|
If a player leaves a multiplayer game, objects may leave the game, cease to exist, change control, or be exiled as a result. These actions happen immediately. See rule 800.4a.
|
[] | 838
|
406.1
|
The exile zone is essentially a holding area for objects. Some spells and abilities exile an object without any way to return that object to another zone. Other spells and abilities exile an object only temporarily.
|
[] | 839
|
406.2
|
To exile an object is to put it into the exile zone from whatever zone it’s currently in. An exiled card is a card that’s been put into the exile zone.
|
[] | 840
|
406.3
|
Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards “exiled face down” can’t be examined by any player except when instructions allow it. However, if a player is instructed to look at a card and then exile it face down, or once a player is allowed to look at a card exiled face down, that player may continue to look at that card until it leaves the exile zone or is part of a pile of cards that are shuffled, even if the instruction allowing the player to do so no longer applies.
|
[] | 841
|
406.3a
|
A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be played from exile. Unless that card is being cast face down (see rule 708.4), the card is turned face up just before the player announces that they are playing the card (see rule 601.2).
|
[] | 842
|
406.3b
|
Some spells and abilities allow a player to cast spells with certain qualities from among face-down cards in exile. A player may cast such a spell only if they are allowed to look at the face-down card in exile and if the resulting spell has the specified qualities.
|
[] | 843
|
406.4
|
Face-down cards in exile should be kept in separate piles based on when they were exiled and how they were exiled. If a player is instructed to choose an exiled card, the player may choose a specific face-down card only if the player is allowed to look at that card. Otherwise, they may choose a pile of face-down exiled cards, and then a card is chosen at random from within that pile. If choosing such a card is part of casting a spell or activating an ability, the chosen card isn’t revealed until after that cost is fully paid. (See rule 601.2i.)
|
[] | 844
|
406.5
|
Exiled cards that might return to the battlefield or any other zone should be kept in separate piles to keep track of their respective ways of returning. Exiled cards that may have an impact on the game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled them should likewise be kept in separate piles.
|
[] | 845
|
406.6
|
An object may have one ability printed on it that causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards that have been exiled due to the first. See rule 607, “Linked Abilities.”
|
[] | 846
|
406.7
|
If an object in the exile zone becomes exiled, it doesn’t change zones, but it becomes a new object that has just been exiled.
|
[] | 847
|
406.8
|
Previously, the exile zone was called the “removed-from-the-game zone.” Cards that were printed with text that “removes [an object] from the game” exiles that object. The same is true for cards printed with text that “sets [an object] aside.” Cards that were printed with that text have received errata in the Oracle card reference.
|
[] | 848
|
407.1
|
Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.” Playing Magic games for ante is now considered an optional variation on the game, and it’s allowed only where it’s not forbidden by law or by other rules. Playing for ante is strictly forbidden under the Magic: The Gathering Tournament Rules (WPN.Wizards.com/en/resources/rules-documents).
|
[] | 849
|
407.2
|
When playing for ante, each player puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone.
|
[] | 850
|
407.3
|
A few cards have the text “Remove [this card] from your deck before playing if you’re not playing for ante.” These are the only cards that can add or remove cards from the ante zone or change a card’s owner. When not playing for ante, players can’t include these cards in their decks or sideboards, and these cards can’t be brought into the game from outside the game.
|
[] | 851
|
407.4
|
To ante an object is to put that object into the ante zone from whichever zone it’s currently in. The owner of an object is the only person who can ante that object.
|
[] | 852
|
408.1
|
The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed.
|
[] | 853
|
408.2
|
Emblems may be created in the command zone. See rule 114, “Emblems.”
|
[] | 854
|
408.3
|
In the Planechase, Vanguard, Commander, Archenemy, and Conspiracy Draft casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, “Casual Variants.”
|
[] | 855
|
500.1
|
A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and ending phases are further broken down into steps, which proceed in order.
|
[] | 856
|
500.10
|
Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn’t exist. See rule 614.10.
|
[] | 857
|
500.11
|
No game events can occur between turns, phases, or steps.
|
[] | 858
|
500.2
|
A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. Simply having the stack become empty doesn’t cause such a phase or step to end; all players have to pass in succession with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends.
|
[] | 859
|
500.3
|
A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup steps (see rule 514).
|
[] | 860
|
500.4
|
When a step or phase ends, any unused mana left in a player’s mana pool empties. This turn-based action doesn’t use the stack.
|
[] | 861
|
500.5
|
When a phase or step ends, any effects scheduled to last “until end of” that phase or step expire. When a phase or step begins, any effects scheduled to last “until” that phase or step expire. Effects that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end of combat step. Effects that last “until end of turn” are subject to special rules; see rule 514.2.
|
[] | 862
|
500.6
|
When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule 117, “Timing and Priority.”)
|
[] | 863
|
500.7
|
Some effects can give a player extra turns. They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule 101.4). The most recently created turn will be taken first.
|
[] | 864
|
500.8
|
Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.
|
[] | 865
|
500.9
|
Some effects can add steps to a phase. They do this by adding the steps directly after a specified step or directly before a specified step. If multiple extra steps are created after the same step, the most recently created step will occur first.
|
[] | 866
|
501.1
|
The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
|
[] | 867
|
502.1
|
First, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. This turn-based action doesn’t use the stack. See rule 702.26, “Phasing.”
|
[] | 868
|
502.2
|
Second, if it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. If it’s night and the previous turn’s active player cast two or more spells during that turn, it becomes day. If it’s neither day nor night, this check doesn’t happen and it remains neither. This turn-based action doesn’t use the stack. See rule 727, “Day and Night.”
|
[] | 869
|
502.2a
|
Multiplayer games using the shared team turns option use a modified rule. If it’s day and no player on the previous turn’s active team cast a spell during that turn, it becomes night. If it’s night and any player on the previous turn’s active team cast two or more spells during the previous turn, it becomes day. If it’s neither day nor night, this check doesn’t happen and it remains neither. This turn-based action doesn’t use the stack.
|
[] | 870
|
502.3
|
Third, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping.
|
[] | 871
|
502.4
|
No player receives priority during the untap step, so no spells can be cast or resolve and no abilities can be activated or resolve. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step. (See rule 503, “Upkeep Step.”)
|
[] | 872
|
503.1
|
The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)
|
[] | 873
|
503.1a
|
Any abilities that triggered during the untap step and any abilities that triggered at the beginning of the upkeep are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)
|
[] | 874
|
503.2
|
If a spell states that it may be cast only “after [a player’s] upkeep step,” and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends.
|
[] | 875
|
504.1
|
First, the active player draws a card. This turn-based action doesn’t use the stack.
|
[] | 876
|
504.2
|
Second, the active player gets priority. (See rule 117, “Timing and Priority.”)
|
[] | 877
|
505.1
|
There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase.
|
[] | 878
|
505.1a
|
Only the first main phase of the turn is a precombat main phase. All other main phases are postcombat main phases. This includes the second main phase of a turn in which the combat phase has been skipped. It is also true of a turn in which an effect has caused an additional combat phase and an additional main phase to be created.
|
[] | 879
|
505.2
|
The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See rule 500.2.)
|
[] | 880
|
505.3
|
First, but only if the players are playing an Archenemy game (see rule 904), the active player is the archenemy, and it’s the active player’s precombat main phase, the active player sets the top card of their scheme deck in motion (see rule 701.25). This turn-based action doesn’t use the stack.
|
[] | 881
|
505.4
|
Second, if the active player controls one or more Saga enchantments and it’s the active player’s precombat main phase, the active player puts a lore counter on each Saga they control. (See rule 714, “Saga Cards.”) This turn-based action doesn’t use the stack.
|
[] | 882
|
505.5
|
Third, if the active player controls one or more Attractions and it’s the active player’s precombat main phase, the active player rolls to visit their Attractions. (See rule 701.49, “Roll to Visit Your Attractions.”) This turn-based action doesn’t use the stack.
|
[] | 883
|
505.6
|
Fourth, the active player gets priority. (See rule 117, “Timing and Priority.”)
|
[] | 884
|
505.6a
|
The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. The active player may cast these spells.
|
[] | 885
|
505.6b
|
During either main phase, the active player may play one land card from their hand if the stack is empty, if the player has priority, and if they haven’t played a land this turn (unless an effect states the player may play additional lands). This action doesn’t use the stack. Neither the land nor the action of playing the land is a spell or ability, so it can’t be countered, and players can’t respond to it with instants or activated abilities. (See rule 305, “Lands.”)
|
[] | 886
|
506.1
|
The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule 508.8). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).
|
[] | 887
|
506.2
|
During the combat phase, the active player is the attacking player; creatures that player controls may attack. During the combat phase of a two-player game, the nonactive player is the defending player; that player, planeswalkers they control, and battles they protect may be attacked.
|
[] | 888
|
506.2a
|
During the combat phase of a multiplayer game, there may be one or more defending players, depending on the variant being played and the options chosen for it. Unless all the attacking player’s opponents automatically become defending players during the combat phase, the attacking player chooses one of their opponents as a turn-based action during the beginning of combat step. (Note that the choice may be dictated by the variant being played or the options chosen for it.) That player becomes the defending player. See rule 802, “Attack Multiple Players Option,” rule 803, “Attack Left and Attack Right Options,” and rule 809, “Emperor Variant.”
|
[] | 889
|
506.2b
|
In multiplayer games using the shared team turns option, the active team is the attacking team and the nonactive team is the defending team. See rule 805, “Shared Team Turns Option.”
|
[] | 890
|
506.3
|
Only a creature can attack or block. Only a player, a planeswalker, or a battle can be attacked.
|
[] | 891
|
506.3a
|
If an effect would put a noncreature permanent onto the battlefield attacking or blocking, the permanent does enter the battlefield but it’s never considered to be an attacking or blocking permanent.
|
[] | 892
|
506.3b
|
If an effect would put a creature onto the battlefield attacking under the control of any player except an attacking player, that creature does enter the battlefield, but it’s never considered to be an attacking creature.
|
[] | 893
|
506.3c
|
If an effect would put a creature onto the battlefield attacking either a player not in the game or a permanent that’s no longer on the battlefield or isn’t either a planeswalker or a battle, that creature does enter the battlefield, but it’s never considered to be an attacking creature.
|
[] | 894
|
506.3d
|
If an effect would put a creature onto the battlefield blocking but the creature it would block isn’t attacking the entering creature’s controller, a planeswalker that player controls, or a battle that player protects, that creature does enter the battlefield, but it’s never considered to be a blocking creature.
|
[] | 895
|
506.3e
|
If an effect would put a creature that’s also a battle onto the battlefield attacking or blocking, that permanent enters the battlefield but it’s never considered to be an attacking or blocking creature.
|
[] | 896
|
506.3f
|
If a resolving spell or ability would cause a battle to become an attacking or blocking creature, that part of the effect does nothing.
|
[] | 897
|
506.4
|
A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it’s a planeswalker that’s being attacked and stops being a planeswalker, if it’s a battle that’s being attacked and stops being a battle, or if it’s an attacking or blocking creature that regenerates (see rule 701.15), stops being a creature, or becomes a battle. A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker or battle that’s removed from combat stops being attacked.
|
[] | 898
|
506.4a
|
Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don’t remove the creature from combat.
|
[] | 899
|
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