
- •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
713. Ending the Turn
713.1. Two cards (Time Stop and Sundial of the Infinite) end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).
713.1a Exile every object on the stack, including the object that’s resolving. Remove all creatures and planeswalkers (including those that are phased out) from combat. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).
713.1b Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
713.1c The current phase and/or step ends. The game skips straight to the cleanup step. Skip any phases or steps between this phase or step and the cleanup step.
713.2. No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered between the spell or ability resolving and the cleanup step ending, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, “Cleanup Step.”
713.3. Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.
714. Restarting the Game
714.1. One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception:
714.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.
714.2. All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins.
Example: A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player’s library when the new game begins.
714.3. Because each player draws seven cards when the new game begins, any player with fewer than seven cards in his or her library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)
714.4. The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step.
714.5. Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins.
714.5a In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.”
714.6. If a Magic subgame (see rule 715) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.
714.7. If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.