
- •Introduction
- •1. Game Concepts
- •100. General
- •101. The Magic Golden Rules
- •102. Players
- •103. Starting the Game
- •104. Ending the Game
- •105. Colors
- •106. Mana
- •107. Numbers and Symbols
- •108. Cards
- •109. Objects
- •110. Permanents
- •111. Spells
- •112. Abilities
- •113. Emblems
- •114. Targets
- •115. Special Actions
- •116. Timing and Priority
- •117. Costs
- •118. Life
- •119. Damage
- •120. Drawing a Card
- •121. Counters
- •2. Parts of a Card
- •200. General
- •201. Name
- •202. Mana Cost and Color
- •203. Illustration
- •204. Color Indicator
- •205. Type Line
- •205.2. Card Types
- •206. Expansion Symbol
- •207. Text Box
- •208. Power/Toughness
- •209. Loyalty
- •210. Hand Modifier
- •211. Life Modifier
- •212. Information Below the Text Box
- •3. Card Types
- •300. General
- •301. Artifacts
- •302. Creatures
- •303. Enchantments
- •304. Instants
- •305. Lands
- •306. Planeswalkers
- •307. Sorceries
- •308. Tribals
- •309. Planes
- •310. Phenomena
- •311. Vanguards
- •312. Schemes
- •4. Zones
- •400. General
- •401. Library
- •402. Hand
- •403. Battlefield
- •404. Graveyard
- •405. Stack
- •406. Exile
- •407. Ante
- •408. Command
- •5. Turn Structure
- •500. General
- •501. Beginning Phase
- •502. Untap Step
- •503. Upkeep Step
- •504. Draw Step
- •505. Main Phase
- •506. Combat Phase
- •507. Beginning of Combat Step
- •508. Declare Attackers Step
- •509. Declare Blockers Step
- •510. Combat Damage Step
- •511. End of Combat Step
- •512. Ending Phase
- •513. End Step
- •514. Cleanup Step
- •6. Spells, Abilities, and Effects
- •600. General
- •601. Casting Spells
- •602. Activating Activated Abilities
- •603. Handling Triggered Abilities
- •604. Handling Static Abilities
- •605. Mana Abilities
- •606. Loyalty Abilities
- •607. Linked Abilities
- •608. Resolving Spells and Abilities
- •609. Effects
- •611. Continuous Effects
- •612. Text-Changing Effects
- •613. Interaction of Continuous Effects
- •614. Replacement Effects
- •615. Prevention Effects
- •616. Interaction of Replacement and/or Prevention Effects
- •7. Additional Rules
- •700. General
- •701. Keyword Actions
- •701.9. Exile
- •702. Keyword Abilities
- •703. Turn-Based Actions
- •704. State-Based Actions
- •705. Flipping a Coin
- •706. Copying Objects
- •707. Face-Down Spells and Permanents
- •708. Split Cards
- •709. Flip Cards
- •710. Leveler Cards
- •711. Double-Faced Cards
- •712. Controlling Another Player
- •713. Ending the Turn
- •714. Restarting the Game
- •715. Subgames
- •716. Taking Shortcuts
- •717. Handling Illegal Actions
- •8. Multiplayer Rules
- •800. General
- •801. Limited Range of Influence Option
- •802. Attack Multiple Players Option
- •803. Attack Left and Attack Right Options
- •804. Deploy Creatures Option
- •805. Shared Team Turns Option
- •806. Free-for-All Variant
- •807. Grand Melee Variant
- •808. Team vs. Team Variant
- •809. Emperor Variant
- •811. Alternating Teams Variant
- •9. Casual Variants
- •900. General
- •901. Planechase
- •902. Vanguard
- •903. Commander
- •904. Archenemy
- •Illustration
- •Vanguard
- •Vanishing
- •Variant
- •Vigilance
208. Power/Toughness
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 (*).
208.2a The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded “[This creature’s] [power or toughness] is equal to . . .” or “[This creature’s] power and toughness are each equal to . . .” This ability functions everywhere, even outside the game. If the ability needs to use a number that can’t be determined, including inside a calculation, use 0 instead of that number.
Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It has the abilities “As Lost Order of Jarkeld enters the battlefield, choose an opponent” and “Lost Order of Jarkeld’s power and toughness are each equal to 1 plus the number of creatures the chosen player controls.” While Lost Order of Jarkeld isn’t on the battlefield, there won’t be a chosen player. Its power and toughness will each be equal to 1 plus 0, so it’s 1/1.
208.2b The card may have a static ability that creates a replacement effect that sets the creature’s power and toughness to one of a number of specific choices as it enters the battlefield or is turned face up. (See rule 614, “Replacement Effects.”) Such an ability is worded “As [this creature] enters the battlefield . . . ,” “As [this creature] is turned face up . . . ,” or “[This creature] enters the battlefield as . . .” and lists two or more specific power and toughness values (and may also list additional characteristics). The characteristics chosen with these effects affect the creature’s copiable values. (See rule 706.2.) While the card isn’t on the battlefield, its power and toughness are each considered to be 0.
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 Licid that’s become an Aura).
209. Loyalty
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.
209.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent he or she controls any time he or she has priority and the stack is empty during a main phase of his or her turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”