
- •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
308. Tribals
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. Planes
309.1. Plane is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses plane cards. See rule 901, “Planechase.”
309.2. Plane cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a plane card would leave the command zone, it remains in the command zone.
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.
309.4. A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
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 he or she leaves the game or a different player becomes the active player, whichever comes first.
309.6. A face-up plane card that’s turned face down becomes a new object.
309.7. Each plane card has a triggered ability that triggers “Whenever you roll {C}.” These are called “chaos abilities.” Each one is indicated by a {C} to its left, though the symbol itself has no special rules meaning.
310. Phenomena
310.1. Phenomenon is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses phenomenon cards. See rule 901, “Planechase.”
310.2. Phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a phenomenon card would leave the command zone, it remains in the command zone.
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 he or she leaves the game or a different player becomes the active player, whichever comes first.
310.5. Each phenomenon card has a triggered ability that triggers when you encounter it. “When you encounter [this phenomenon]” means “When you move this card off a planar deck and turn it face up.”
310.6. A face-up phenomenon card that’s turned face down becomes a new object.
310.7. If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.21, “Planeswalk.”)