Magic: The Gathering Comprehensive Rules

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Magic: The Gathering Comprehensive Rules Page 8

by Mark L. Gottlieb


  412.4. Some static abilities apply while a card is in any zone that you could play it from (usually your hand). These are limited to those that read, “You may play [this card] . . .,” “You can’t play [this card] . . .,” and “Play [this card] only . . . .”

  412.5. Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known information for purposes of determining how their effects are applied.

  413. Resolving Spells and Abilities

  413.1. Each time all players pass in succession, the object (a spell, an ability, or combat damage) on top of the stack resolves. (See rule 416, “Effects.”)

  413.2. Resolution of a spell or ability may involve several steps. These steps are followed in the order listed below.

  413.2a If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become illegal if its characteristics changed since the spell or ability was played or if an effect changed the text of the spell. The spell or ability is countered if all its targets, for every instance of the word “target,” are now illegal. If the spell or ability is not countered, it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can’t perform any actions on it or make the target perform any actions. If the spell or ability needs to know information about one or more targets that are now illegal, it will use the illegal targets’ current or last known information.

  Example: Aura Blast is a white instant that reads, “Destroy target enchantment. Draw a card.” If the enchantment isn’t a legal target during Aura Blast’s resolution (say, if it has gained protection from white or left play), then Aura Blast is countered. Its controller doesn’t draw a card.

  Example: Plague Spores reads, “Destroy target nonblack creature and target land. They can’t be regenerated.” Suppose the same animated land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plagues Spores isn’t countered because the black creature land is still a legal target for the “target land” part of the spell.

  413.2b The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or “Counter target spell. If you do, put it on top of its owner’s library instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in these cases-read the whole text and apply the rules of English to the text.

  413.2c If an effect offers any choices other than choices already made as part of playing the spell or ability, the player announces these while applying the effect. The player can’t choose an option that’s illegal or impossible. (For example, a player can’t avoid the consequences of not taking an optional action if he or she can’t meet all the immediate requirements of that action.) Drawing a card is never considered an impossible action, even if there are no cards in the affected player's library.

  Example: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.

  413.2d Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 103.4.

  413.2e If an effect gives a player the option to pay mana, he or she may play mana abilities before taking that action. If an effect specifically instructs or allows a player to play a spell during resolution, he or she does so by putting that spell on top of the stack, then continuing to play it by following the steps in rules 409.1a-i (except no player receives priority after it’s played). The currently resolving spell or ability then continues to resolve, which may include playing other spells this way. No other spells or abilities can normally be played during resolution.

  413.2f If an effect requires information from the game (such as the number of creatures in play), the answer is determined only once, when the effect is applied. The effect uses the current information of a specific permanent if that permanent is still in play, or of a specific card in the stated zone; otherwise, the effect uses the last known information the object had before leaving that zone. There are two exceptions. If an effect deals damage divided among some number of creatures or players, the amount and division were determined as the spell or ability was put into the stack; see rule 402.6. Also, static abilities can’t use last known information; see rule 412.5. If the ability text states that an object does something, it’s the object as it exists (or most recently existed) that does it, not the ability.

  413.2g An effect that refers to characteristics of an object checks only for the value of the specified characteristics, regardless of any related ones the object may also have.

  Example: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t.

  413.2h A spell is put into play from the stack under the control of the spell’s controller (for permanents) or is put into its owner’s graveyard from the stack (for instants and sorceries) as the final step of the spell’s resolution.

  413.2i If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties.

  414. Countering Spells and Abilities

  414.1. To counter a spell is to move the spell from the stack to its owner’s graveyard. Countering an ability removes it from the stack. Spells and abilities that are countered don’t resolve and none of their effects occur.

  414.2. The player who played the countered spell or ability doesn’t get a “refund” of any costs that were paid.

  415. Targeted Spells and Abilities

  415.1. An instant or sorcery spell is targeted if the text that will be followed when it resolves uses the phrase “target [something],” where the “something” is a phrase that describes an object, player, or zone. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)

  Example: A sorcery card has the ability “When you cycle this card, target creature gets -1/-1 until end of turn.” This triggered ability is targeted, but that doesn’t make the card it’s on targeted.

  415.2. An activated or triggered ability is targeted if it uses the phrase “target [something],” where the “something” is a phrase that describes an object, player, or zone.

  415.3. Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see rule 502.45, “Enchant”). An Aura permanent doesn’t target anything; only the spell is targeted. An activated or triggered ability of an Aura permanent can be targeted.

  Neither Equipment spells nor Equipment permanents target anything. The equip ability is targeted; see rule 502.33, “Equip.” An activated or triggered ability of an Equipment permanent can be targeted.

  415.4. Spells and abilities that can have zero or more targets are targeted only if one or more targets have been chosen for them.

  415.5. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player or (b) targets an object that can’t exist in the in-play zone, such as a spell or ability.

  415.6. A spell or ability on the stack is an illegal target for itself.

  415.7. Changing Targets

  415.7a The target of a spell or ability can change only to another legal target. If the targ
et can’t be changed to another legal target, the original target is unchanged.

  415.7b Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target can’t change its mode.

  415.7c The word “you” in an object’s text isn’t a target.

  416. Effects

  416.1. When a spell or ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Some effects are replacement effects or prevention effects. State-based effects are not created by spells or abilities; they are generated by specific rules of the game.

  416.2. Effects apply only to permanents unless the instruction’s text states otherwise or they clearly can apply only to objects in one or more other zones.

  Example: An effect that changes all lands into creatures won’t alter land cards in players’ graveyards. But an effect that says spells cost more to play will apply only to spells on the stack, since a spell is always on the stack while you are playing it.

  416.3. If an effect attempts to do something impossible, it does only as much as possible.

  Example: If a player is holding only one card, an effect that reads “Discard two cards” causes him or her to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.

  417. One-Shot Effects

  417.1. A one-shot effect does something just once and doesn’t have a duration. Examples include damage dealing, destruction of permanents, and moving objects between zones.

  417.2. Some one-shot effects instruct a player to do something later in the game (usually at a specific time) rather than when they resolve. This kind of effect actually creates a new ability that waits to be triggered. (See rule 404.4.)

  418. Continuous Effects

  418.1. A continuous effect modifies characteristics of objects or modifies the rules of the game for a fixed or indefinite period. A continuous effect may be generated by the resolution of a spell or ability or by a static ability of an object.

  418.2. Continuous effects that modify characteristics of permanents do so simultaneously with the permanent coming into play. They don’t wait until the permanent is in play and then change it. Because such effects apply as the permanent comes into play, apply them before determining whether the permanent will cause an ability to trigger when it comes into play.

  418.3. Continuous Effects from Spells or Abilities

  418.3a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.

  418.3b Continuous effects from spells, activated abilities, and triggered abilities that modify the characteristics or change the controller of one or more objects don’t affect objects that weren’t affected when the continuous effect began. Note that these work differently than continuous effects from static abilities. Continuous effects that don’t modify characteristics or change the controller of objects modify the rules of the game, so they can affect objects that weren’t affected when the continuous effect began.

  Example: An effect that reads “All white creatures get +1/+1 until end of turn” gives the bonus to all permanents that are white creatures when the spell or ability resolves-even if they change color later-and doesn’t affect those that come into play or turn white afterward.

  Example: An effect that reads “Prevent all damage creatures would deal this turn” doesn’t modify any object’s characteristics, so it’s modifying the rules of the game. That means the effect will apply even to damage from creatures that weren’t in play when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.

  418.3c If a resolving spell or ability that creates a continuous effect contains a variable, the value of that variable is determined only once, on resolution. See rule 413.2f.

  418.3d Some effects from activated or triggered abilities have durations worded “as long as . . . .” If the “as long as” duration ends between the end of playing the activated ability or putting the triggered ability onto the stack and the moment when the effect would first be applied, the effect does nothing. It doesn’t start and immediately stop again, and it doesn’t last forever.

  Example: Endoskeleton is an artifact with an activated ability that reads “{2}, {T}: Target creature gets +0/+3 as long as Endoskeleton remains tapped.” If you play this ability and then Endoskeleton becomes untapped before the ability resolves, it does nothing, because its duration-remaining tapped-was over before the effect began.

  418.4. Continuous Effects from Static Abilities

  418.4a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates.

  418.4b The effect applies at all times that the permanent generating it is in play or the object generating it is in the appropriate zone.

  Example: A permanent with the static ability “All white creatures get +1/+1” generates an effect that continuously gives +1/+1 to each white creature in play. If a creature becomes white, it gets this bonus; a creature that stops being white loses it. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn’t come into play as 1/1 and then change to 2/2.

  418.5. Interaction of Continuous Effects

  418.5a The values of an object’s characteristics are determined by starting with the actual object, then applying continuous effects in a series of layers in the following order: (1) copy effects (see rule 503, “Copying Objects”); (2) control-changing effects; (3) text-changing effects; (4) type-, subtype-, and supertype-changing effects; (5) all other continuous effects, except those that change power and/or toughness; and (6) power– and/or toughness-changing effects.

  Inside each layer from 1 through 5, apply effects from characteristic-setting abilities first, then all other effects. Inside layer 6, apply effects in a series of sublayers in the following order: (6a) effects from characteristic-setting abilities; (6b) all other effects not specifically applied in 6c, 6d, or 6e; (6c) changes from counters; (6d) effects from static abilities that modify power and/or toughness but don’t set power and/or toughness to a specific number or value; and (6e) effects that switch a creature’s power and toughness. See also the rules for timestamp order and dependency (rules 418.5b-418.5g).

  Example: Crusade is an enchantment that reads “White creatures get +1/+1.” Crusade and a 2/2 black creature are in play. If an effect then turns the creature white, it gets +1/+1 from Crusade, becoming 3/3. If the creature’s color is later changed to red, Crusade’s effect stops applying to it, and it will return to being a 2/2.

  Example: Gray Ogre, a 2/2 creature, is in play. An effect puts a +1/+1 counter on it, making it 3/3. An effect that says “Target creature gets +4/+4 until end of turn” is applied to it, making it 7/7. An enchantment that says “Creatures you control get +0/+2” enters play, making it a 7/9. An effect that says “Target creature becomes 0/1 until end of turn” is applied to it, making it a 1/4 (0/1, plus +1/+1 from the counter, plus +0/+2 from the enchantment).

  Example: Svogthos, the Restless Tomb, is in play. An effect that says “Until end of turn, target land becomes a 3/3 creature that’s still a land” is applied to it. An effect that says “Target creature gets +1/+1 until end of turn” is applied to it, making it a 4/4 land creature. Then you activate Svogthos’s ability (“Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with ‘This creature’s power and toughness are each equal to the number of creature cards in your graveyard.’ It’s still a land.”) while you have ten creature cards in your graveyard. It becomes a 10/10 land creature. If a creature card enters or leaves your graveyard, Svogthos’s power and toughness will be modified accordingly. If the first effect is applied to it again, it will
become a 3/3 land creature again.

  418.5b If an effect should be applied in different layers, the parts of the effect each apply in their appropriate layers. If an effect starts to apply in one layer, it will continue to be applied to the same set of objects in each other applicable layer, even if the ability generating the effect is removed during this process.

  Example: An effect that reads “Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn” is both a power– and toughness-changing effect and an “other” kind of effect. The “becomes the color of your choice” part is applied in layer 5, and then the “gets +1/+1” part is applied in layer 6.

  Example: Grab the Reins has an effect that reads “Until end of turn, you gain control of target creature and it gains haste.” This is both a control-changing effect and an “other” effect. The “you gain control” part is applied in layer 2, and then the “it gains haste” part is applied in layer 5.

  Example: An effect that reads “All noncreature artifacts become 2/2 artifact creatures until end of turn” is both a type-changing effect and a power– and toughness-setting effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the power– and toughness-setting effect is applied to those same permanents in layer 6, even though those permanents aren’t noncreature artifacts by then.

 

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