
- •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
902. Vanguard
902.1. In the Vanguard variant, a vanguard card allows each player to play the role of a famous character. Each player will have one face-up vanguard card whose abilities and other characteristics affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the following additions.
902.2. A Vanguard game may be a two-player game or a multiplayer game.
902.3. In addition to the normal game materials, each player needs a vanguard card. Each vanguard card is placed face up next to its owner’s library before the game begins. All vanguard cards remain in the command zone throughout the game.
902.4. Each player’s starting life total is 20, as modified by the life modifier of his or her vanguard card.
Example: The life modifier of a player’s vanguard card is -3. That player starts the game with 17 life.
902.5. Each player draws a hand of seven cards, as modified by the hand modifier of his or her vanguard card.
902.5a If a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles his or her hand back into his or her library, then draws a new hand of one fewer cards than he or she had before. (In a multiplayer game, a player’s first mulligan is for the same number of cards as he or she had before.)
Example: The hand modifier of a player’s vanguard card is +2. That player starts the game with a hand of 9 cards. If the player takes a mulligan, he or she draws a new hand of 8 cards. The next mulligan is for 7 cards, and so on.
902.5b A player’s maximum hand size is seven, as modified by the hand modifier of his or her vanguard card.
Example: The hand modifier of a player’s vanguard card is -1. That player’s maximum hand size is six. If that player has more than six cards in his or her hand as the cleanup step begins, he or she will discard all but six of them.
902.6. 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.
902.7. Any abilities of a face-up vanguard card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
903. Commander
903.1. In the Commander variant, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant was created and popularized by fans; an independent rules committee maintains additional resources at http://mtgcommander.net. The Commander variant uses all the normal rules for a Magic game, with the following additions.
903.2. A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”
903.3. Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.
Example: A commander that’s been turned face down (due to Ixidron’s effect, for example) is still a commander. A commander that’s copying another card (due to Cytoshape’s effect, for example) is still a commander. A permanent that’s copying a commander (such as a Body Double, for example, copying a commander in a player’s graveyard) is not a commander.
903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).
Example: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player.” Bosh’s color identity is red.
903.4a Color identity is established before the game begins.
903.4b Reminder text is ignored when determining a card’s color identity. See rule 207.2.
903.4c The back face of a double-faced card (see rule 711) is included when determining a card’s color identity.
Example: Civilized Scholar is the front face of a double-faced card with mana cost {2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color indicator. The card’s color identity is blue and red.
903.5. Each Commander deck is subject to the following deck construction rules.
903.5a Each deck must contain exactly 100 cards, including its commander.
903.5b Other than basic lands, each card in a Commander deck must have a different English name.
903.5c A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.
Example: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}. Wort’s color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color.
903.5d A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.
Example: Wort, the Raidmother’s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can’t include any land cards with the basic land types Plains, Island, or Swamp.
903.6. At the start of the game, each player puts his or her commander from his or her deck face up into the command zone. Then each player shuffles the remaining 99 cards of his or her deck so that the cards are in a random order. Those cards become the player’s library.
903.7. Once the starting player has been determined, each player sets his or her life total to 40 and draws a hand of seven cards.
903.8. The Commander variant uses an alternate mulligan rule. Each time a player takes a mulligan, rather than shuffling his or her entire hand of cards into his or her library, that player exiles any number of cards from his or her hand face down. Then the player draws a number of cards equal to one less than the number of cards he or she exiled this way. That player may look at all cards exiled this way while taking mulligans. Once a player keeps an opening hand, that player shuffles all cards he or she exiled this way into his or her library.
903.9. If mana would be added to a player’s mana pool of a color that isn’t in the color identity of that player’s commander, that amount of colorless mana is added to that player’s mana pool instead.
903.10. A player may cast a commander he or she owns from the command zone. Doing so costs that player an additional {2} for each previous time he or she cast that commander from the command zone that game.
903.11. If a commander would be put into its owner’s graveyard from anywhere, that player may put it into the command zone instead.
903.12. If a commander would be put into the exile zone from anywhere, its owner may put it into the command zone instead.
903.13. If a card is put into the exile zone face down from anywhere, and a player is allowed to look at that card in exile, the player must immediately do so. If it’s a commander owned by another player, the player that looked at it turns it face up and puts it into the command zone.
903.14. The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)
903.14a 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.)