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Hyperlinked Magic: The Gathering Comprehensive Rules

These rules are effective as of September 25, 2020.

1. Game Concepts

100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.

100.1a. A two-player game is a game that begins with only two players.

100.1b. A multiplayer game is a game that begins with more than two players. See section 8, "Multiplayer Rules."

100.2c. Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, "Commander," for details.

100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match.

100.4a. In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.

100.4b. In limited play involving individual players, all cards in a player's card pool not included in their deck are in that player's sideboard.

100.4c. In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team's card pool but not in either player's deck are in that team's sideboard.

100.4d. In limited play involving other multiplayer team variants, each card in a team's card pool but not in any player's deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players.

100.5. If a deck must contain at least a certain number of cards, that number is referred to as a minimum deck size. There is no maximum deck size for non-Commander decks.

100.6. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/resources/rules-documents). These rules may limit the use of some cards, including barring all cards from some older sets.

100.6a. Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game.

100.6b. Players can use the Magic Store & Event Locator at Wizards.com/Locator to find tournaments in their area.

100.7. Certain promotional cards and cards in the Unglued, Unhinged, and Unstable sets are printed with a silver border. These cards are intended for casual play and may have features and text that aren't covered by these rules.

101. The Magic Golden Rules

101.1. Whenever a card's text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).

101.2. When a rule or effect allows or directs something to happen, and another effect states that it can't happen, the "can't" effect takes precedence. Example: If one effect reads "You may play an additional land this turn" and another reads "You can't play lands this turn," the effect that precludes you from playing lands wins.

101.2a. Adding abilities to objects and removing abilities from objects don't fall under this rule. (See rule 113.10.)

101.3. Any part of an instruction that's impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn't, there's no effect.)

101.4a. If an effect has each player choose a card in a hidden zone, such as their hand or library, those cards may remain face down as they're chosen. However, each player must clearly indicate which face-down card they are choosing.

101.4b. A player knows the choices made by the previous players when making their choice, except as specified in 101.4a.

101.4c. If a player would make more than one choice at the same time, the player makes the choices in the order specified. If no order is specified, the player chooses the order.

101.4d. If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.

101.4e. If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.

102.1. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.

102.2. In a two-player game, a player's opponent is the other player.

102.3. In a multiplayer game between teams, a player's teammates are the other players on their team, and the player's opponents are all players not on their team.

102.4. A spell or ability may use the term "your team" as shorthand for "you and/or your teammates." In a game that isn't a multiplayer game between teams, "your team" means the same thing as "you."

103. Starting the Game

103.1. At the start of a game, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game's default turn order begins with the starting player and proceeds clockwise.

103.1b. In an Archenemy game, these methods aren't used to determine who takes the first turn. Rather, the archenemy takes the first turn.

103.1c. One card (Power Play) states that its controller is the starting player. This effect applies after this determination has happened and supersedes these methods.

103.2. After the starting player has been determined, each player shuffles their deck so that the cards are in a random order. Each player may then shuffle or cut their opponents' decks. The players' decks become their libraries.

103.2b. If a player wishes to reveal a card with a companion ability that they own from outside the game, they may do so after setting aside their sideboard. A player may reveal no more than one card this way, and they may do so only if their deck fulfills the condition of that card's companion ability. (See rule 702.138, "Companion.")

103.2c. In a Commander game, each player puts their commander from their deck face up into the command zone after having the opportunity to reveal a card with a companion ability and before shuffling. See rule 903.6.

103.2d. In a Conspiracy Draft game, each player puts any number of conspiracy cards from their sideboard into the command zone before shuffling. See rule 905.4.

103.4b. If an effect allows a player to perform an action "any time [that player] could mulligan," the player may perform that action at a time they would declare whether they will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, they then declare whether they will take a mulligan.

103.4c. In a multiplayer game and in any Brawl game, the first mulligan a player takes doesn't count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.

103.5. Some cards allow a player to take actions with them from their opening hand. Once the mulligan process (see rule 103.4) is complete, the starting player may take any such actions in any order. Then each other player in turn order may do the same.

103.5a. If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield.

103.5b. If a card allows a player to reveal it from their opening hand, the player taking this action does so. The card remains revealed until the first turn begins. Each card may be revealed this way only once.

103.7. The starting player takes their first turn.

103.7b. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.

104. Ending the Game

104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.

104.2. There are several ways to win the game.

104.2a. A player still in the game wins the game if that player's opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.

104.2b. An effect may state that a player wins the game.

104.2c. In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.

104.2d. In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)

104.3. There are several ways to lose the game.

104.3a. A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.

104.3b. If a player's life total is 0 or less, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

104.3d. If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

104.3e. An effect may state that a player loses the game.

104.3f. If a player would both win and lose the game simultaneously, that player loses the game.

104.3g. In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.

104.3i. In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)

104.3j. In a Commander game, a player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.)

104.3k. In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.

104.4. There are several ways for the game to be a draw.

104.4a. If all the players remaining in a game lose simultaneously, the game is a draw.

104.4b. If a game that's not using the limited range of influence option (including a two-player game) somehow enters a "loop" of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don't result in a draw.

104.4c. An effect may state that the game is a draw.

104.4d. In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.

104.4g. In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.

104.4h. In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.)

104.4i. In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.

104.5. If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4.

104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 719, "Restarting the Game."

105.1. There are five colors in the Magic game: white, blue, black, red, and green.

105.2a. A monocolored object is exactly one of the five colors.

105.2b. A multicolored object is two or more of the five colors.

105.2c. A colorless object has no color.

105.3. Effects may change an object's color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color "in addition" to its other colors). Effects may also make a colored object become colorless.

105.4. If a player is asked to choose a color, they must choose one of the five colors. "Multicolored" is not a color. Neither is "colorless."

105.5. If an effect refers to a color pair, it means exactly two of the five colors. There are ten color pairs: white and blue, white and black, blue and black, blue and red, black and red, black and green, red and green, red and white, green and white, and green and blue.

106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.

106.1a. There are five colors of mana: white, blue, black, red, and green.

106.1b. There are six types of mana: white, blue, black, red, green, and colorless.

106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren't mana abilities. A spell or ability that produces mana instructs a player to add that mana.

106.4a. If any mana remains in a player's mana pool after mana is spent to pay a cost, that player announces what mana is still there.

106.4b. If a player passes priority (see rule 117) while there is mana in their mana pool, that player announces what mana is there.

106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead. Example: Meteor Crater has the ability "{T}: Choose a color of a permanent you control. Add one mana of that color." If you control no colored permanents, activating Meteor Crater's mana ability produces no mana.

106.7. Some abilities produce mana based on the type of mana another permanent or permanents "could produce." The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn't produce any mana under these conditions, or no type of mana can be defined this way, there's no type of mana it could produce. Example: Exotic Orchard has the ability "{T}: Add one mana of any color that a land an opponent controls could produce." If your opponent controls no lands, activating Exotic Orchard's mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.

106.12a. An ability that triggers whenever a permanent "is tapped for mana" or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b. A replacement effect that applies if a permanent "is tapped for mana" or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

106.13. One card (Drain Power) causes one player to lose unspent mana and another to add "the mana lost this way." (Note that these may be the same player.) This empties the former player's mana pool and causes the mana emptied this way to be put into the latter player's mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.

107. Numbers and Symbols

107.1. The only numbers the Magic game uses are integers.

107.1a. You can't choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.

107.1b. Most of the time, the Magic game uses only positive numbers and zero. You can't choose a negative number, deal negative damage, gain negative life, and so on. However, it's possible for a game value, such as a creature's power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles or sets to a specific value a player's life total or the power and/or toughness of a creature or creature card. Example: If a 3/4 creature gets -5/-0, it's a -2/4 creature. It doesn't assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1. Example: Viridian Joiner is a 1/2 creature with the ability "{T}: Add an amount of {G} equal to Viridian Joiner's power." An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool. Example: Chameleon Colossus is a 4/4 creature with the ability "{2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power." An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn't become -4/2.

107.1c. If a rule or ability instructs a player to choose "any number," that player may choose any positive number or zero.

107.2. If anything needs to use a number that can't be determined, either as a result or in a calculation, it uses 0 instead.

107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.

107.3c. If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that's the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn't get to choose the value. Note that the value of X may change while that spell or ability is on the stack.

107.3d. If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.

107.3g. If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.

107.3h. If an effect instructs a player to pay an object's mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.

107.3i. Normally, all instances of X on an object have the same value at any given time.

107.3j. If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn't define a value of X. This is an exception to rule 107.3i. This may occur with ability-adding effects, text-changing effects, or copy effects.

107.3k. If an object's activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3i.

107.3m. If an object's enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.3n. Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.

107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; and the snow symbol {S}.

107.4a. There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, "Mana Cost and Color."

107.4b. Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.

107.4c. The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.

107.4d. The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 118.5.)

107.4e. Hybrid mana symbols are also colored mana symbols. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors. Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.

107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don't point in either direction and feature a 0. [+N] means "Put N loyalty counters on this permanent," [-N] means "Remove N loyalty counters from this permanent," and [0] means "Put zero loyalty counters on this permanent."

107.8a. "{LEVEL N1-N2} [Abilities] [P/T]" means "As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it has base power and toughness [P/T] and has [abilities]."

107.8b. "{LEVEL N3+} [Abilities] [P/T]" means "As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities]."

107.9. A tombstone icon appears to the left of the name of many Odyssey (tm) block cards with abilities that are relevant in a player's graveyard. The purpose of the icon is to make those cards stand out when they're in a graveyard. This icon has no effect on game play.

107.10. A type icon appears in the upper left corner of each card from the Future Sight(r) set printed with an alternate "timeshifted" frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that's indicated by a black and white cross. This icon has no effect on game play.

107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. See rule 901, "Planechase."

107.12. The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. See rule 901, "Planechase."

107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.

107.15a. "{rN}--[Effect]" means "When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect]."

107.15b. "{rN1}, {rN2}--[Effect]" is the same as "{rN1}--[Effect]" and "{rN2}--[Effect]."

108.1. Use the Oracle card reference when determining a card's wording. A card's Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.

108.2. When a rule or text on a card refers to a "card," it means only a Magic card or an object represented by a Magic card.

108.2a. Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Certain formats also use nontraditional Magic cards, oversized cards that may have different backs.

108.2b. Tokens aren't considered cards--even a card-sized game supplement that represents a token isn't considered a card for rules purposes.

108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player's deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)

108.3a. In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.

108.4. A card doesn't have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 112.2.

108.4a. If anything asks for the controller of a card that doesn't have one (because it's not a permanent or spell), use its owner instead.

108.6. For more information about cards, see section 2, "Parts of a Card."

109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.

109.2a. If a spell or ability uses a description of an object that includes the word "card" and the name of a zone, it means a card matching that description in the stated zone.

109.2b. If a spell or ability uses a description of an object that includes the word "spell," it means a spell matching that description on the stack.

109.2d. If an ability of a scheme card includes the text "this scheme," it means the scheme card in the command zone on which that ability is printed.

109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren't controlled by any player. See rule 108.4. There are six exceptions to this rule:

109.4b. An emblem is controlled by the player that puts it into the command zone. See rule 114, "Emblems."

109.4c. In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.

109.4d. In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.

109.4e. In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.

109.4f. In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.

110.2. A permanent's owner is the same as the owner of the card that represents it (unless it's a token; see rule 111.2). A permanent's controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.

110.3. A nontoken permanent's characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, "Interaction of Continuous Effects."

110.4a. The term "permanent card" is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, creature, enchantment, land, or planeswalker card.

110.4b. The term "permanent spell" is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, creature, enchantment, or planeswalker spell.

110.4c. If a permanent somehow loses all its permanent types, it remains on the battlefield. It's still a permanent.

110.5a. Status is not a characteristic, though it may affect a permanent's characteristics.

110.5d. Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.

111.1. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn't represented by a card.

111.4. A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn't specify the name of the token, its name is the same as its subtype(s). A "Goblin Scout creature token," for example, is named "Goblin Scout" and has the creature subtypes Goblin and Scout. Once a token is on the battlefield, changing its name doesn't change its subtype, and vice versa.

111.5. If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token's characteristics can't enter the battlefield, the token is not created.

111.6. A token is subject to anything that affects permanents in general or that affects the token's card type or subtype. A token isn't a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).

111.8. A token that has left the battlefield can't move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.

111.9. Some effects instruct a player to create a legendary token. These may be written "create [name], a . . ." and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name.

111.10. Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.

111.10a. A Treasure token is a colorless Treasure artifact token with "{T}, Sacrifice this artifact: Add one mana of any color."

111.10c. A Gold token is a colorless Gold artifact token with "Sacrifice this artifact: Add one mana of any color."

112.1. A spell is a card on the stack. As the first step of being cast (see rule 601, "Casting Spells"), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner's hand. (See rule 405, "Stack.") A spell remains on the stack as a spell until it resolves (see rule 608, "Resolving Spells and Abilities"), is countered (see rule 701.5), or otherwise leaves the stack. For more information, see section 6, "Spells, Abilities, and Effects."

112.1a. A copy of a spell is also a spell, even if it has no card associated with it. See rule 706.10.

112.1b. Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 706.12.

112.2. A spell's owner is the same as the owner of the card that represents it, unless it's a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell's controller is, by default, the player who put it on the stack. Every spell has a controller.

112.3. A noncopy spell's characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, "Interaction of Continuous Effects."

113.1. An ability can be one of three things:

113.1a. An ability can be a characteristic an object has that lets it affect the game. An object's abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that grant abilities usually use the words "has," "have," "gains," or "gain.") Abilities generate effects. (See rule 609, "Effects.")

113.1b. An ability can be something that a player has that changes how the game affects the player. A player normally has no abilities unless granted to that player by effects.

113.2. Abilities can affect the objects they're on. They can also affect other objects and/or players.

113.2a. Abilities can be beneficial or detrimental. Example: "[This creature] can't block" is an ability.

113.2c. An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, "Keyword Abilities"), each paragraph break in a card's text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.

113.3. There are four general categories of abilities:

113.3b. Activated abilities have a cost and an effect. They are written as "[Cost]: [Effect.] [Activation instructions (if any).]" A player may activate such an ability whenever they have priority. Doing so puts it on the stack, where it remains until it's countered, it resolves, or it otherwise leaves the stack. See rule 602, "Activating Activated Abilities."

113.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:

113.6b. An ability that states which zones it functions in functions only from those zones.

113.6d. An object's ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast and also on the stack. An object's ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.

113.6e. An object's ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.

113.6f. An object's ability that states it can't be countered functions on the stack.

113.6h. An object's ability that states counters can't be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.

113.6i. An object's activated ability that has a cost that can't be paid while the object is on the battlefield functions from any zone in which its cost can be paid.

113.6m. An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can't affect the format legality of a card, including whether it's banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/en/resources/rules-documents.

113.7a. Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won't affect the ability. Note that some abilities cause a source to do something (for example, "Prodigal Pyromancer deals 1 damage to any target") rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it's expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.

113.10. Effects can add or remove abilities of objects. An effect that adds an ability will state that the object "gains" or "has" that ability, or similar. An effect that removes an ability will state that the object "loses" that ability.

113.10a. An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability that's added to the object.

113.10b. Effects that remove an ability remove all instances of it.

113.10c. If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.

113.12. An effect that sets an object's characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object "gains" or "has" an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object ("[permanent] is [characteristic value]"), it's not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object ("[creature] can't be blocked," for example), it's neither granting an ability nor setting a characteristic. Example: Muraganda Petroglyphs reads, "Creatures with no abilities get +2/+2." A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says "Enchanted creature has flying" would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says "Enchanted creature is red" or "Enchanted creature can't be blocked" would get +2/+2.

114.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics.

114.2. An effect that creates an emblem is written "[Player] gets an emblem with [ability]." This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.

114.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no name, no types, no mana cost, and no color.

114.4. Abilities of emblems function in the command zone.

114.5. An emblem is neither a card nor a permanent. Emblem isn't a card type.

115.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or player(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can't be changed except by another spell or ability that explicitly says it can do so.

115.1c. An activated ability is targeted if it identifies something it will affect by using the phrase "target [something]," where the "something" is a phrase that describes an object and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b.

115.1d. A triggered ability is targeted if it identifies something it will affect by using the phrase "target [something]," where the "something" is a phrase that describes an object and/or player. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.

115.2. 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 on the battlefield, such as a spell or ability. See also rule 115.4.

115.3. The same target can't be chosen multiple times for any one instance of the word "target" on a spell or ability. If the spell or ability uses the word "target" in multiple places, the same object or player can be chosen once for each instance of the word "target" (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 115.7).

115.4. Some spells and abilities that refer to damage require "any target," "another target," "two targets," or similar rather than "target [something]." These targets may be creatures, players, or planeswalkers. Other game objects, such as noncreature artifacts or spells, can't be chosen.

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

115.6. A spell or ability that requires targets may allow zero targets to be chosen. Such a spell or ability is still said to require targets, but that spell or ability is targeted only if one or more targets have been chosen for it.

115.7. Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose new targets for a spell or ability.

115.7a. If an effect allows a player to "change the target(s)" of a spell or ability, each target can be changed only to another legal target. If a target can't be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren't changed to other legal targets, none of them are changed.

115.7b. If an effect allows a player to "change a target" of a spell or ability, the process described in rule 115.7a is followed, except that only one of those targets may be changed (rather than all of them or none of them).

115.7c. If an effect allows a player to "change any targets" of a spell or ability, the process described in rule 115.7a is followed, except that any number of those targets may be changed (rather than all of them or none of them).

115.7d. If an effect allows a player to "choose new targets" for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.

115.7e. When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is legal. Example: Arc Trail is a sorcery that reads "Arc Trail deals 2 damage to any target and 1 damage to another target." The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads "You may choose new targets for target spell," targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.

115.7f. A spell or ability may "divide" or "distribute" an effect (such as damage or counters) among one or more targets. When changing targets or choosing new targets for that spell or ability, the original division can't be changed.

115.8. Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn't allow that player to change its mode. (See rule 700.2.)

115.9. Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.

115.9a. An object that looks for a "[spell or ability] with a single target" checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object or player became a target more than once, each of those instances is counted separately.

115.9b. An object that looks for a "[spell or ability] that targets [something]" checks the current state of that spell or ability's targets. If an object it targets is still in the zone it's expected to be in or a player it targets is still in the game, that target's current information is used, even if it's not currently legal for that spell or ability. If an object it targets is no longer in the zone it's expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.

115.9c. An object that looks for a "[spell or ability] that targets only [something]" checks the number of different objects or players that were chosen as targets of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability's target is checked as described in rule 115.9b.

115.10. Spells and abilities can affect objects and players they don't target. In general, those objects and players aren't chosen until the spell or ability resolves. See rule 608, "Resolving Spells and Abilities."

115.10a. Just because an object or player is being affected by a spell or ability doesn't make that object or player a target of that spell or ability. Unless that object or player is identified by the word "target" in the text of that spell or ability, or the rule for that keyword ability, it's not a target.

115.10b. In particular, the word "you" in an object's text doesn't indicate a target.

116.2. There are nine special actions:

116.2a. Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player's hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, "Lands."

116.2d. Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time they have priority.

116.2e. One card (Circling Vultures) has the ability "You may discard Circling Vultures any time you could cast an instant." Doing so is a special action. A player can take such an action any time they have priority.

116.2f. A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.61, "Suspend."

116.3. If a player takes a special action, that player receives priority afterward.

117. Timing and Priority

117.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.

117.1a. A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.

117.1b. A player may activate an activated ability any time they have priority.

117.1d. A player may activate a mana ability whenever they have priority, whenever they are casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).

117.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.

117.2a. Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, "Handling Triggered Abilities.") However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn't yet been put on the stack is put on the stack. See rule 117.5.

117.2d. State-based actions happen automatically when certain conditions are met. See rule 704. They're dealt with before a player would receive priority. See rule 117.5.

117.2e. Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate mana abilities. Even if a player is doing so, no player has priority while a spell or ability is resolving. See rule 608, "Resolving Spells and Abilities."

117.3. Which player has priority is determined by the following rules:

117.3c. If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.

117.3d. If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player's mana pool, they announce what mana is there. Then the next player in turn order receives priority.

118.1. A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost.

118.3b. Paying life is done by subtracting the indicated amount of life from a player's life total. (Players can always pay 0 life.)

118.4. Some costs include an {X} or an X. See rule 107.3.

118.5. Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the player's acknowledgment that they are paying it. Even though such a cost requires no resources, it's not automatically paid.

118.5a. A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it won't cast itself automatically. The same is true for an activated ability whose cost is {0}.

118.7. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it's considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.

118.7a. Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can't affect the colored or colorless mana components of that cost.

118.7b. If a cost is reduced by an amount of colored or colorless mana, but the cost doesn't require mana of that type, the cost is reduced by that amount of generic mana.

118.7c. If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost's mana component of that color is reduced to nothing and the cost's generic mana component is reduced by the difference.

118.7d. If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost's colorless mana component is reduced to nothing and the cost's generic mana component is reduced by the difference.

118.7e. If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a generic half is chosen, the cost is reduced by an amount of generic mana equal to that half's number.

118.7f. If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol's color.

118.7g. If a cost is reduced by an amount of mana represented by one or more snow mana symbols, the cost is reduced by that much generic mana.

118.8a. Any number of additional costs may be applied to a spell as it's being cast or to an ability as it's being activated. The controller of the spell or ability announces their intentions to pay any or all of those costs as described in rule 601.2b.

118.8c. If an effect instructs a player to cast a spell "if able," and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn't required to cast that spell, even if those cards are present in that zone.

118.9a. Only one alternative cost can be applied to any one spell as it's being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b.

118.10. Each payment of a cost applies to only one spell, ability, or effect. For example, a player can't sacrifice just one creature to activate the activated abilities of two permanents that each require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn't pay another spell or ability's cost, even if part of its effect is doing the same thing the other cost asks for.

118.12b. Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an "If [a player] does" clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.

118.13b. If a cost paid during the resolution of a spell or ability contains a mana symbol that can be paid in multiple ways, the player paying that cost chooses how to pay for that symbol immediately before they pay that cost.

118.13c. If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost.

119.2. Damage dealt to a player normally causes that player to lose that much life. See rule 120.3.

119.3. If an effect causes a player to gain life or lose life, that player's life total is adjusted accordingly.

119.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life. (Players can always pay 0 life.)

119.4a. If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if their team's life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from their team's life total. (Players can always pay 0 life.)

119.5. If an effect sets a player's life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.

119.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.

120.1. Objects can deal damage to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.

120.1a. Damage can't be dealt to an object that's neither a creature nor a planeswalker.

120.2. Any object can deal damage.

120.2b. Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.

120.3. Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage's source, and the characteristics of the damage's recipient (if it's a permanent).

120.3a. Damage dealt to a player by a source without infect causes that player to lose that much life.

120.3b. Damage dealt to a player by a source with infect causes that source's controller to give the player that many poison counters.

120.3c. Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.

120.3d. Damage dealt to a creature by a source with wither and/or infect causes that source's controller to put that many -1/-1 counters on that creature.

120.3e. Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.

120.3f. Damage dealt by a source with lifelink causes that source's controller to gain that much life, in addition to the damage's other results.

120.4. Damage is processed in a four-part sequence.

120.4c. Third, damage that's been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).

120.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won't trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.

120.9. If an ability triggers on damage being dealt by a specific source or sources, and the effect refers to the "damage dealt," it refers only to the damage dealt by the specified sources and not to any damage dealt at the same time by other sources.

121. Drawing a Card

121.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.

121.2a. An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1f.

121.2b. Some effects say that a player can't draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can't choose to do so. Similarly, the player can't pay a cost that includes drawing multiple cards.

121.2c. If an effect instructs more than one player to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.

121.3. If there are no cards in a player's library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can't draw cards and another effect offers that player the choice to draw a card, that player can't choose to do so.

121.3a. The same principles apply if the player who's making the choice is not the player who would draw the card. If the latter player has no cards in their library, the choice can be taken. If an effect says that the latter player can't draw a card, the choice can't be taken.

121.4. A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

121.5. If an effect moves cards from a player's library to that player's hand without using the word "draw," the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards and effects that replace card draws, as well as if the player's library is empty.

121.6. Some effects replace card draws.

121.6a. An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player's library.

121.6b. If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.

121.6c. Some effects perform additional actions on a card after it's drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects.

121.7. Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven't been replaced, those parts occur first, then the card draws happen one at a time.

121.9. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.

122.1. A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.

122.1a. A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield, where X and Y are numbers, adds X to that object's power and Y to that object's toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.4c.

122.1c. The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner's graveyard as a state-based action. See rule 704.

122.2. Counters on an object are not retained if that object moves from one zone to another. The counters are not "removed"; they simply cease to exist. See rule 400.7.

122.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.

122.4. If a permanent with an ability that says it can't have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it as a state-based action. See rule 704.

122.5. If an effect says to "move" a counter, it means to remove that counter from the object it's currently on and put it onto a second object. If either of these actions isn't possible, it's not possible to move a counter, and no counter is removed from or put onto anything. This may occur if the first and second objects are the same object; if the first object doesn't have the appropriate kind of counter on it; if the second object can't have counters put onto it; or if either object is no longer in the correct zone.

122.6. Some spells and abilities refer to counters being put on an object. This refers to putting counters on that object while it's on the battlefield and also to an object that's given counters as it enters the battlefield.

122.7. An ability that triggers "When/Whenever the Nth [kind] counter" is put on an object triggers when one or more counters of the appropriate kind are put on the object such that the object had fewer than N counters on it before the counters were put on it and N or more counters on it after.

2. Parts of a Card

200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3.

200.3. Some objects that aren't cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule 111 and rule 706.

201.1. The name of a card is printed on its upper left corner.

201.2. A card's name is always considered to be the English version of its name, regardless of printed language.

201.2a. Two objects have the same name if their names are identical.

201.2b. If an object has more than one name, it has the same name as another object if there are one or more names that both objects have in common.

201.2c. Two or more objects have different names if there are no names that both objects have in common.

201.3. If an effect instructs a player to choose a card name, the player must choose the name of a card in the Oracle card reference. (See rule 108.1.) A player may not choose the name of a token unless it's also the name of a card.

201.3a. If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule 108.1.) Example: Dispossess reads, in part, "Choose an artifact card name." The player can choose the name of any artifact card, even one that's not legal in the format of the current game. The player can't choose Island, even if an Island on the battlefield has been turned into artifact by some effect.

201.3b. If a player wants to choose the name of a split card, the player must choose the name of one of its halves, but not both. (See rule 708.) If a player is instructed to choose a card name with certain characteristics, use only that half's characteristics to determine if this name can be chosen.

201.3c. If a player wants to choose a flip card's alternative name, the player may do so. (See rule 709.) If a player is instructed to choose a card name with certain characteristics, use the card's characteristics as modified by its alternative characteristics to determine if this name can be chosen.

201.3d. If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule 711.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen.

201.3e. If a player wants to choose the name of the combined back face of a meld pair, the player may do so. (See rule 712.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the combined back face to determine if this name can be chosen.

201.3f. If a player wants to choose an adventurer card's alternative name, the player may do so. (See rule 715.) If a player is instructed to choose a card name with certain characteristics, use the card's characteristics as modified by its alternative characteristics to determine if this name can be chosen.

201.4. Text that refers to the object it's on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.

201.4a. If an ability's effect grants another ability to an object, and that second ability refers to that first ability's source by name, the name refers only to the specific object that is that first ability's source, not to any other object with the same name. This is also true if the second ability is copied onto a new object. Example: Gutter Grime has an ability that reads "Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then create a green Ooze creature token with 'This creature's power and toughness are each equal to the number of slime counters on Gutter Grime.'" The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.

201.4b. If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name. Example: Quicksilver Elemental says, in part, "{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If it gains an ability that says "{G}: Regenerate Cudgel Troll," activating that ability will regenerate Quicksilver Elemental, not the Cudgel Troll it gained the ability from. Example: Glacial Ray is an instant with splice onto Arcane that says "Glacial Ray deals 2 damage to any target." If it's spliced onto a Kodama's Reach, that Kodama's Reach deals 2 damage to the target. Example: Dimir Doppelganger says "{1}{U}{B}: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability." Dimir Doppelganger's ability is activated targeting a Runeclaw Bear card. The Doppelganger becomes a copy of Runeclaw Bear and gains an ability that should be treated as saying "{1}{U}{B}: Exile target creature card from a graveyard. Runeclaw Bear becomes a copy of that card and gains this ability."

201.4c. Text printed on some legendary cards refers to that card by a shortened version of its name. Instances of a card's shortened name used in this manner are treated as though they used the card's full name.

201.5. Some promotional versions of Ikoria (tm): Lair of Behemoths cards feature a name other than their own in the upper left corner, with their normal name in a secondary title bar below it. These cards have only the card name specified in the secondary title bar, not the name printed where a card's name would normally appear.

202.1. A card's mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.

202.2f. Effects may change an object's color, give a color to a colorless object, or make a colored object become colorless; see rule 105.3.

202.3e. When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.

203.1. The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn't have the flying ability unless stated in its rules text, even if it's depicted as flying.

204.1. The color indicator is printed to the left of the type line directly below the illustration. It consists of a circular symbol filled in with one or more colors. A color indicator is usually found on nonland cards without a mana cost.

205.2c. Tokens have card types even though they aren't cards. The same is true of copies of spells and copies of cards.

205.3a. A card can have one or more subtypes printed on its type line.

205.3b. Subtypes of each card type except plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype; such objects may have multiple types. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype. Example: "Basic Land -- Mountain" means the card is a land with the subtype Mountain. "Creature -- Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. "Artifact -- Equipment" means the card is an artifact with the subtype Equipment.

205.3d. An object can't gain a subtype that doesn't correspond to one of that object's types.

205.3f. Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card's subtypes are. (See rule 108.1.)

205.3j. Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Aminatou, Angrath, Arlinn, Ashiok, Basri, Bolas, Calix, Chandra, Dack, Daretti, Davriel, Domri, Dovin, Elspeth, Estrid, Freyalise, Garruk, Gideon, Huatli, Jace, Jaya, Karn, Kasmina, Kaya, Kiora, Koth, Liliana, Lukka, Nahiri, Narset, Nissa, Nixilis, Oko, Ral, Rowan, Saheeli, Samut, Sarkhan, Serra, Sorin, Tamiyo, Teferi, Teyo, Tezzeret, Tibalt, Ugin, Venser, Vivien, Vraska, Will, Windgrace, Wrenn, Xenagos, Yanggu, and Yanling.

205.3n. Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are Alara, Arkhos, Azgol, Belenon, Bolas's Meditation Realm, Dominaria, Equilor, Ergamon, Fabacin, Innistrad, Iquatana, Ir, Kaldheim, Kamigawa, Karsus, Kephalai, Kinshala, Kolbahan, Kyneth, Lorwyn, Luvion, Mercadia, Mirrodin, Moag, Mongseng, Muraganda, New Phyrexia, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra's Realm, Shadowmoor, Shandalar, Ulgrotha, Valla, Vryn, Wildfire, Xerex, and Zendikar.

205.3p. Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.

205.4a. A card can also have one or more supertypes. These are printed directly before its card types. The supertypes are basic, legendary, ongoing, snow, and world.

205.4e. Any instant or sorcery spell with the supertype "legendary" is subject to a casting restriction. A player can't cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker.

205.4g. Any permanent with the supertype "snow" is a snow permanent. Any permanent that doesn't have this supertype is a nonsnow permanent, regardless of its name.

206.1. The expansion symbol indicates which Magic set a card is from. It's a small icon normally printed below the right edge of the illustration. It has no effect on game play.

206.2. The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral(r) "timeshifted" cards, which were rarer than that set's rare cards, have had purple expansion symbols. (Prior to the Exodus (tm) set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn't have expansion symbols at all.)

206.3. Previously, a spell or ability that affected cards from a particular set checked for that set's expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards "with a name originally printed" in a particular set.

206.3a. One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights (tm) expansion. Those names are Abu Ja'far, Aladdin, Aladdin's Lamp, Aladdin's Ring, Ali Baba, Ali from Cairo, Army of Allah, Bazaar of Baghdad, Bird Maiden, Bottle of Suleiman, Brass Man, Camel, City in a Bottle, City of Brass, Cuombajj Witches, Cyclone, Dancing Scimitar, Dandan, Desert, Desert Nomads, Desert Twister, Diamond Valley, Drop of Honey, Ebony Horse, Elephant Graveyard, El-Hajjaj, Erg Raiders, Erhnam Djinn, Eye for an Eye, Fishliver Oil, Flying Carpet, Flying Men, Ghazban Ogre, Giant Tortoise, Guardian Beast, Hasran Ogress, Hurr Jackal, Ifh-Biff Efreet, Island Fish Jasconius, Island of Wak-Wak, Jandor's Ring, Jandor's Saddlebags, Jeweled Bird, Jihad, Junun Efreet, Juzam Djinn, Khabal Ghoul, King Suleiman, Kird Ape, Library of Alexandria, Magnetic Mountain, Merchant Ship, Metamorphosis, Mijae Djinn, Moorish Cavalry, Nafs Asp, Oasis, Old Man of the Sea, Oubliette, Piety, Pyramids, Repentant Blacksmith, Ring of Ma'ruf, Rukh Egg, Sandals of Abdallah, Sandstorm, Serendib Djinn, Serendib Efreet, Shahrazad, Sindbad, Singing Tree, Sorceress Queen, Stone-Throwing Devils, Unstable Mutation, War Elephant, Wyluli Wolf, and Ydwen Efreet.

206.3b. One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities (tm) expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod's Altar, Ashnod's Battle Gear, Ashnod's Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna's Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon's Cane, Gaea's Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl's Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra's Factory, Mishra's War Machine, Mishra's Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos's Coffin, Tawnos's Wand, Tawnos's Weaponry, Tetravus, Titania's Song, Transmute Artifact, Triskelion, Urza's Avenger, Urza's Chalice, Urza's Mine, Urza's Miter, Urza's Power Plant, Urza's Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.

206.3c. One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands (tm) expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Aliban's Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki's Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz's Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan's Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven's Ferrets; Joven's Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards' School.

206.4. Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic: The Gathering Tournament Rules). See the Magic: The Gathering Tournament Rules for the current definitions of the constructed formats (WPN.Wizards.com/en/resources/rules-documents).

206.5. The full list of expansions and expansion symbols can be found in the Card Set Archive section of the Magic website (Magic.Wizards.com/en/game-info/products/card-set-archive).

207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card's abilities.

207.2. The text box may also contain italicized text that has no game function.

207.2a. Reminder text is italicized text within parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it's relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.

207.2b. Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It appears below the rules text.

207.2c. An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are adamant, addendum, battalion, bloodrush, channel, chroma, cohort, constellation, converge, council's dilemma, delirium, domain, eminence, enrage, fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, raid, rally, revolt, spell mastery, strive, sweep, tempting offer, threshold, undergrowth, and will of the council.

207.3. Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many cards associated with the guilds of Ravnica, and a faction icon appears in the text box of most Scars of Mirrodin (tm) block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play.

208.1. A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.

208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*).

208.3. A noncreature permanent has no power or toughness, even if it's a card with a power and toughness printed on it (such as a Vehicle). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it.

208.5. If a creature somehow has no value for its power, its power is 0. The same is true for toughness.

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.

211.1. 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 103.3.

212. Information Below the Text Box

212.1. 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.

212.1a. 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.

212.1b. A card's rarity is indicated with a single letter following the collector number.

212.1c. Some promotional cards include information to indicate the specific promotion the card is associated with.

212.1d. 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.

212.1e. The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation "Illus."

212.1f. Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.

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.

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.

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.")

301.2. When an artifact spell resolves, its controller puts it onto the battlefield under their control.

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.

301.5a. The creature an Equipment is attached to is called the "equipped creature." The Equipment is attached to, or "equips," that creature.

301.5c. An Equipment that's also a creature can't equip a creature. 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.

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.

301.5e. 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.

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.

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.

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.")

302.2. When a creature spell resolves, its controller puts it onto the battlefield under their control.

302.4. Power and toughness are characteristics only creatures have.

302.4a. A creature's power is the amount of damage it deals in combat.

302.4b. A creature's toughness is the amount of damage needed to destroy it.

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.")

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.")

303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under their control.

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.

303.4a. An Aura spell requires a target, which is defined by its enchant ability.

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.

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.)

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.

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.

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.

303.4i. If an effect attempts to put an Aura onto the battlefield attached to an object or player it can't legally 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.

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.

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.

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.

303.5. Some enchantments have the subtype "Saga." See rule 714 for more information about Saga cards.

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.")

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.

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.

304.4. Instants can't enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.

304.5. If text states that a player may do something "any time they could cast an instant," it means only that the player must have priority. The player doesn't need to have an instant they could cast. Effects that would preclude that player from casting a spell or casting an instant don't affect the player's capability to perform that action (unless the action is actually casting a spell or casting an instant).

305.2. A player can normally play one land during their turn; however, continuous effects may increase this number.

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.

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.

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.

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.

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.

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.")

306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under their control.

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.

306.5. Loyalty is a characteristic only planeswalkers have.

306.5a. The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.

306.5c. The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.

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.

306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it.

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.)

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.")

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.

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.

307.4. Sorceries can't enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.

307.5. If a spell, ability, or effect states that a player can do something only "any time they could cast 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 they could cast. Effects that would preclude that player from casting a spell or casting a sorcery don't affect the player's capability to perform that action (unless the action is actually casting a spell or casting a sorcery).

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.

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.

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.

309.3. 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.

309.5. 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.

309.7. Each plane card has a triggered ability that triggers "Whenever you roll {CHAOS}." These are called "chaos abilities." Each one is indicated by a {CHAOS} to its left, though the symbol itself has no special rules meaning.

310.3. Phenomenon cards have no subtypes.

310.4. 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.

311.2. 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.

311.3. Vanguard cards have no subtypes.

311.5. 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.

311.7. 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 103.3.

312.2. 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.

312.3. Scheme cards have no subtypes.

312.5. 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.

312.7. 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.

313.3. 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.

313.4. Conspiracy cards have no subtypes.

313.5a. Abilities of conspiracy cards may affect the start-of-game procedure.

313.5b. Face-down conspiracy cards have no characteristics.

313.6. 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.

313.7. At any time, you may look at a face-down conspiracy card y