|
Jump Menu:
Show More
Banding and Bands with Other
Back to the Table of Contents Comprehensive Rules entry for these keywords: Show 702.20. Banding 702.20a Banding is a static ability that modifies the rules for combat. 702.20b "Bands with other" is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all "bands with other" abilities as well. 702.20c As a player declares attackers, he or she may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has "bands with other") are all in a "band." He or she may also declare that one or more attacking [quality] creatures with "bands with other [quality]" and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as he or she wants, but each creature may be a member of only one of them. (Defending players can't declare bands but may use banding in a different way; see rule 702.20j.) 702.20d All creatures in an attacking band must attack the same player or planeswalker. 702.20e Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or "bands with other" from one or more of the creatures in the band. 702.20f An attacking creature that's removed from combat is also removed from the band it was in. 702.20g Banding doesn't cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents. 702.20h If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature. Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If he or she does, then the creature with swampwalk will also become blocked by the blocking creature(s). 702.20i If one member of a band would become blocked due to an effect, the entire band becomes blocked. 702.20j During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with "bands with other [quality]" and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature's damage is assigned. That player can divide that creature's combat damage as he or she chooses among any number of creatures blocking it. This is an exception to the procedure described in rule 510.1c. 702.20k During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with "bands with other [quality]" and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature's damage is assigned. That player can divide that creature's combat damage as he or she chooses among any number of creatures it's blocking. This is an exception to the procedure described in rule 510.1d. 702.20m Multiple instances of banding on the same creature are redundant. Multiple instances of "bands with other" of the same kind on the same creature are redundant. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What is banding and what does it do? A: Banding is really two separate abilities. They are commonly referred to as 'mutual assistance' and 'damage sharing.' Both of these abilities apply when a banding creature attacks, but only damage sharing applies when one blocks. Below are descriptions that cover the basics of these two abilities. Mutual Assistance - Banding allows you to group creatures together when they attack, often called attacking in a band. In an attacking band, all creatures in the band except for one must have banding. Any creature that blocks any member of the band blocks the entire band (even if it couldn't block those creatures normally). For example, I could attack you with Benalish Hero Creatures in a band do not share abilities; if I form an attacking band out of a Benalish Hero Basically, this part of the ability allows you to "gang-attack" your opponent with a whole bunch of small creatures in the same way that you can "gang-block" attacking creatures. (To "gang-block" is to block a single attacking creature with multiple creatures, usually so you can kill the attacker.) Damage Sharing - Normally, the controller of a creature gets to decide how to assign that creature's combat damage. However, banding allows the controller of a banding creature to decide how to assign the combat damage of any creatures blocking or blocked by the bander, and lets them divide up that damage however they wish, ignoring the normal damage-ordering rules. For example, let's say I attack with Benalish Hero Using this aspect of banding is different from forming a band to attack in that it works no matter how many creatures with banding are present. For example, let's say you attack with an 8/8 creature. I could block with eight 1/1 creatures. As long as just one of these creatures had banding, I could assign all the combat damage from the 8/8 creature to just one of my 1/1 creatures. This part of the banding ability works especially well against attacking creatures with trample, as you can decide to assign all combat damage to the creatures blocking the trample creature and not have any assigned to the defending player. -------------------------------------------------------------------------------- Q: I think I get it--so what is bands with other? A: Bands with other is a special form of banding. When creatures with "bands with other" attack, they can form a band consisting of themselves plus any number of creatures that match the quality given after the words "bands with other"--so a creature with "bands with other wolves" could attack in a band with a whole bunch of Wolves. Other than that, bands with other works the same as normal banding. (Note that this is a change from the original implementation of bands with other, which was insanely counterintuitive and utterly useless to boot.) Back to the Table of Contents
Rampage
Back to the Table of Contents Comprehensive Rules entry for these keywords: Show 702.20. Rampage 702.20a Rampage is a triggered ability. "Rampage N" means "Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first." (See rule 509, "Declare Blockers Step.") 702.20b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won't change the bonus. 702.20c If a creature has multiple instances of rampage, each triggers separately. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What does rampage do? A: When a creature with rampage X attacks, if it is blocked by more than one creature, it gets +X/+X until the end of the turn for each creature blocking it beyond the first. So if it is blocked by two creatures, it will bet +X/+X once, and if it is blocked by three, it will get +X/+X twice, and so on. -------------------------------------------------------------------------------- Q: What happens when a creature with rampage is blocked by only one creature? A: Not much. While rampage will trigger regardless of how many creatures block the rampager, it only actually does anything if more than one creature is blocking. -------------------------------------------------------------------------------- Q: What happens when a creature with rampage blocks? A: Nothing. Rampage only works when the creature it's on is attacking. Back to the Table of Contents
Cumulative Upkeep
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.22. Cumulative Upkeep 702.22a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don't, sacrifice it." If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren't allowed. Example: A creature has "Cumulative upkeep {W} or {U}" and two age counters on it. When its ability next triggers and resolves, the creature's controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature on the battlefield. Example: A creature has "Cumulative upkeep -- Sacrifice a creature" and one age counter on it. When its ability next triggers and resolves, its controller can't choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed. 702.22b If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves. Example: A creature has two instances of "Cumulative upkeep -- Pay 1 life." The creature currently has no counters but both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life. Specific Questions Q: What does cumulative upkeep do? A: Cumulative upkeep is an ability that imposes a rising cost upon a permanent. If you wish to keep the permanent on the battlefield, you must pay a cost, and the longer the permanent remains on the battlefield, the higher that cost becomes. At the beginning of your upkeep, you put an age counter on the permanent with cumulative upkeep. Then, you must pay the cumulative upkeep cost once for every age counter on that permanent--if there is one counter, you pay it once, if there are two you pay it twice, and so on. If you don't pay the cost, you must sacrifice the permanent with cumulative upkeep. -------------------------------------------------------------------------------- Q: Can I choose not to pay all or part of my card's cumulative upkeep? A: There's no going halfway on this: you have to either pay all of the cost or none of the cost. If you can't or don't wish to pay all of the cost, you have to sacrifice the card. -------------------------------------------------------------------------------- Q: My card has cumulative upkeep " or " (or " or ", or "discard a card or pay 2 life", or some other cost with multiple options). Can I choose to pay some of the full cost with one and some of it with the other?A: Yes; you can divide up your payments between payment options however you like, as long as you're still paying the cost the right number of times. -------------------------------------------------------------------------------- Q: My card has cumulative upkeep "an opponent gains 1 life" or "gain control of a land an opponent controls". In a multiplayer game, can I divide my "payments" among multiple opponents? A: Yes, you can. The choice of opponent for each single payment is made individually. -------------------------------------------------------------------------------- Q: My card has a trigger that works when I pay the cumulative upkeep--how many times will that trigger each time I pay? A: Just once. The card triggers on you paying the total cost, not on each individual payment. -------------------------------------------------------------------------------- Q: My card has an ability that triggers when it dies that counts the number of age counters on it. If I have to sacrifice it because I can't pay its cost, how many counters does that ability "see"? A: When the cumulative upkeep trigger resolves, it puts an age counter on the permanent first, and then makes you sacrifice it unless you pay. The trigger will see that counter that was just put on it in addition to any others it might have had. Back to the Table of Contents
Vigilance
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.19. Vigilance 702.19a Vigilance is a static ability that modifies the rules for the declare attackers step. 702.19b Attacking doesn't cause creatures with vigilance to tap. (See rule 508, "Declare Attackers Step.") 702.19c Multiple instances of vigilance on the same creature are redundant. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What does vigilance do? A: Normally, when a creature attacks, it becomes tapped. Creatures with vigilance don't--they just stay untapped instead. -------------------------------------------------------------------------------- Q: Does a creature with vigilance have to tap to pay for activated abilities with in the cost?A: Yes. Vigilance only means the creature doesn't tap to attack. It doesn't mean the creature doesn't have to tap to do other things that require tapping. -------------------------------------------------------------------------------- Q: So if my creature doesn't tap to attack, does that mean it can attack the turn I cast it? A: No. "Summoning Sickness" prevents a creature from attacking, period; it doesn't matter whether or not a tap is required to do so. Back to the Table of Contents
Phasing
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.24. Phasing 702.24a Phasing is a static ability that modifies the rules of the untap step. During each player's untap step, before the active player untaps his or her permanents, all phased-in permanents with phasing that player controls "phase out." Simultaneously, all phased-out permanents that had phased out under that player's control "phase in." 702.24b If a permanent phases out, its status changes to "phased out." Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can't affect or be affected by anything else in the game. Example: You control three creatures, one of which is phased out. You cast a spell that says "Draw a card for each creature you control." You draw two cards. Example: You control a phased-out creature. You cast Wrath of God, which says "Destroy all creatures. They can't be regenerated." The phased-out creature is not destroyed. 702.24c If a permanent phases in, its status changes to "phased in." The game once again treats it as though it exists. 702.24d The phasing event doesn't actually cause a permanent to change zones or control, even though it's treated as though it's not on the battlefield and not under its controller's control while it's phased out. Zone-change triggers don't trigger when a permanent phases in or out. Counters remain on a permanent while it's phased out. Effects that check a phased-in permanent's history won't treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller's control. 702.24e Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it's phased in. In particular, effects with "for as long as" durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it. 702.24f When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An Aura, Equipment, or Fortification that phased out indirectly won't phase in by itself, but instead phases in along with the permanent it's attached to. 702.24g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly. 702.24h An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5n and 704.5p.) 702.24i Abilities that trigger when a permanent becomes attached or unattached from an object or player don't trigger when that permanent phases in or out. 702.24j Phased-out permanents owned by a player who leaves the game also leave the game. This doesn't trigger zone-change triggers. See rule 800.4. 702.24k Phased-out tokens cease to exist as a state-based action. See rule 704.5d. 702.24m If an effect causes a player to skip his or her untap step, the phasing event simply doesn't occur that turn. 702.24n Multiple instances of phasing on the same permanent are redundant. Specific Questions Q: What is Phasing? A: Phasing is an ability from the Mirage block (Mirage, Visions, Weatherlight.) At the beginning of your untap step, before you untap anything, all phased-in permanents with phasing phase out and all cards that phased out under your control phase in. Then, untap all (phased-in) permanents you control. To be phased out means that the game effectively treats the phased-out permanent as though it doesn't exist. This means that they can't be targeted, aren't affected by a Wrath of God To phase in means simply that they stop being phased-out and the game once more realizes they exist. Now, this is where it gets complicated:
Essentially, all of this means that you only get use of permanents with phasing every other turn; the rest of the time, they don't exist. -------------------------------------------------------------------------------- Q: Are permanents that phase in affected by summoning sickness? A: No. A permanent that phases out never actually leaves the battlefield, so it won't be affected by summoning sickness when it reappears. Back to the Table of Contents
Buyback
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.25. Buyback 702.25a Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. "Buyback [cost]" means "You may pay an additional [cost] as you cast this spell" and "If the buyback cost was paid, put this spell into its owner's hand instead of into that player's graveyard as it resolves." Paying a spell's buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2e-g. Specific Questions Q: What does buyback do? A: Buyback gives you the option of paying an extra cost when you cast a spell. If you do, that spell returns to your hand when it finishes resolving instead of being put into your graveyard like it normally would. -------------------------------------------------------------------------------- Q: Does paying buyback change the mana cost or converted mana cost of the spell? A: No. The mana cost (and thus the converted mana cost) of a spell is determined solely by what appears in the top-right corner of the card. Buyback cannot alter that. -------------------------------------------------------------------------------- Q: If I pay for Buyback on a spell, but my opponent counters it or its targets become illegal, do I still get the card back? A: No. Buyback tries to give you the card when the spell finishes resolving. If it's countered, it never gets that far. -------------------------------------------------------------------------------- Q: Can I pay Buyback when I'm casting a copy of a spell? If so, what happens? A: Yes, you can, but it won't do you any good. The copy will go to your hand, but then cease to exist before you can do anything about it. -------------------------------------------------------------------------------- Q: If I'm casting a card of my opponent's (with, say, Grinning Totem A: You can pay the buyback if you wish, but again, it won't do you much good. The card will go to its owner's hand, and you aren't its owner. You just gave your opponent his spell back. Back to the Table of Contents
Horsemanship
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.29. Horsemanship 702.29a Horsemanship is an evasion ability. 702.29b A creature with horsemanship can't be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, "Declare Blockers Step.") 702.29c Multiple instances of horsemanship on the same creature are redundant. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What does horsemanship do? A: An attacking creature with horsemanship can't be blocked except by other creatures with horsemanship. -------------------------------------------------------------------------------- Q: So, isn't this pretty much the same as flying, only with a different name? Why didn't they just use flying? A: Yes, it's quite similar to flying, with mostly just a name-change. R&D created horsemanship for the Portal: Three Kingdoms set. They wanted to have creatures with "flying", but the mechanic didn't make any flavorful sense in the setting they were using for that set, so they remade it with a name that did make sense. -------------------------------------------------------------------------------- Q: So can creatures with flying block creatures with horsemanship? (And vice versa?) A: Nope. While the abilities are almost identical as far as wording goes, they're still separate and distinct. Back to the Table of Contents
Cycling
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.27. Cycling 702.27a Cycling is an activated ability that functions only while the card with cycling is in a player's hand. "Cycling [cost]" means "[Cost], Discard this card: Draw a card." 702.27b Although the cycling ability can be activated only if the card is in a player's hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities. 702.27c Some cards with cycling have abilities that trigger when they're cycled. "When you cycle [this card]" means "When you discard [this card] to pay a cycling cost." These abilities trigger from whatever zone the card winds up in after it's cycled. 702.27d Typecycling is a variant of the cycling ability. "[Type]cycling [cost]" means "[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library." This type is usually a subtype (as in "mountaincycling") but can be any card type, subtype, supertype, or combination thereof (as in "basic landcycling"). 702.27e Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay a typecycling cost. Any effect that stops players from cycling cards will stop players from activating cards' typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost. Specific Questions Q: What does cycling do? A: Cycling is a mechanic that lets you get rid of unwanted cards in your hand and replace them with new, potentially more useful ones. Any time you have priority, you may discard a card with cycling and pay its cycling cost. If you do, you draw a card. -------------------------------------------------------------------------------- Q: Is cycling a spell or an ability? A: Cycling is an activated ability. -------------------------------------------------------------------------------- Q: It's an activated ability? So can I Squelch A: Not quite. Cycling itself is an activated ability, and can be Squelched, but all that the actual cycling ability does is draw a card. The other stuff is a triggered ability that triggers off of the card being cycled. You cannot Squelch that. If you want to stop your opponent both from drawing a card and from doing whatever the cycling trigger does, you'll need to counter both abilities separately. -------------------------------------------------------------------------------- Q: If an ability triggers when I cycle a card, what happens first: the "draw a card" part, or the triggered ability? A: The triggered ability. The ability triggers off of you actually activating the cycling ability, which means it will go onto the stack on top of the cycling ability, and will therefore resolve first. -------------------------------------------------------------------------------- Q: So what's typecycling? A: It's exactly like regular cycling, only instead of drawing a card you search your library for a card with a specific type, reveal it, and put it into your hand, then shuffle your library. (This ability was formerly called "landcycling"; it was expanded to allow it to apply to cards of any type.) Back to the Table of Contents
Echo
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.28. Echo 702.28a Echo is a triggered ability. "Echo [cost]" means "At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost]." 702.28b Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost. Specific Questions Q: What does echo do? A: Echo is a mechanic that essentially allows you to spread out a permanent's cost over two turns. You spend some amount of mana to get the permanent onto the battlefield as normal, and then at the beginning of your next upkeep, you must sacrifice the permanent unless you pay its echo cost. -------------------------------------------------------------------------------- Q: I gain control of an opponent's creature that has echo--do I have to pay the echo cost if I want to keep it? A: Yes. Echo will trigger if you haven't controlled the creature continuously since the beginning of your last upkeep, no matter how long the card may have been on the battlefield before. -------------------------------------------------------------------------------- Q: My opponent steals A: Yes. Even though you had the creature before, you still haven't controlled it continuously since the beginning of your last upkeep, and echo will trigger. -------------------------------------------------------------------------------- Q: I have an old echo card that doesn't seem to have an echo cost--what do I pay? A: When echo originally debuted, the echo cost was automatically the same as the card's mana cost, so there was no other cost printed on the card. In these cases, the echo cost is invariably the mana cost of the card. Back to the Table of Contents
Fading
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.30. Fading 702.30a Fading is a keyword that represents two abilities. "Fading N" means "This permanent enters the battlefield with N fade counters on it" and "At the beginning of your upkeep, remove a fade counter from this permanent. If you can't, sacrifice the permanent." Specific Questions Q: What does fading do? A: Fading is an ability that causes permanents to stay on the battlefield for a limited time. Cards with fading enter the battlefield with a specified number of fade counters on them. At the beginning of each of your upkeeps, you must remove a fade counter from that permanent. When you try to remove a fade counter but there are none left to remove, you have to sacrifice the permanent. -------------------------------------------------------------------------------- Q: Do I have to sacrifice the permanent with fading as soon as I remove the last fade counter from it? A: No. The permanent sticks around until you try to remove a fade counter when there aren't any left to remove. -------------------------------------------------------------------------------- Q: What happens if I forget to remove a fade counter? A: The triggered ability that makes you remove fade counters is mandatory, not optional; you must back up and remove a counter. (If there are none left to remove, you must back up and sacrifice the permanent.) -------------------------------------------------------------------------------- Q: Isn't fading the same as vanishing? How are they different? A: Fading and vanishing are very similar, but have a few subtle differences. Here are the main ones:
Back to the Table of Contents
Kicker
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.31. Kicker 702.31a Kicker is a static ability that functions while the spell with kicker is on the stack. "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell." Paying a spell's kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2e-g. 702.31b The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]." 702.31c Multikicker is a variant of the kicker ability. "Multikicker [cost]" means "You may pay an additional [cost] any number of times as you cast this spell." A multikicker cost is a kicker cost. 702.31d If a spell's controller declares the intention to pay any of that spell's kicker costs, that spell has been "kicked." If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b. 702.31e Objects with kicker or multikicker have additional abilities that specify what happens if they are kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, "Linked Abilities." 702.31f Objects with more than one kicker cost have abilities that each correspond to a specific kicker cost. They contain the phrases "if it was kicked with its [A] kicker" and "if it was kicked with its [B] kicker," where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability. 702.31g If part of a spell's ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell's controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c. Specific Questions Q: What does kicker do? A: A card with Kicker allows you to pay an additional cost as you cast it. If you do, that card does gets better somehow. -------------------------------------------------------------------------------- Q: So what about multikicker? A: It's exactly the same thing, only you can pay the cost as many times as you want, rather than just once. -------------------------------------------------------------------------------- Q: When do I have to pay a card's kicker costs? A: You must pay any kicker costs when you cast the spell; you can't wait until later to do so. -------------------------------------------------------------------------------- Q: Can I pay a non-multikicker kicker cost more than once? A: No. You either pay the cost once, or not at all. You can only pay a kicker cost multiple times if it's multikicker, not just regular kicker. -------------------------------------------------------------------------------- Q: If I'm choosing not to pay the spell's kicker, do I still have to choose targets for the kicker effect? A: No. Deciding not to pay kicker means you don't have to choose targets for the parts of the spell that are kicker-specific. -------------------------------------------------------------------------------- Q: Does paying kicker or multikicker change the mana cost or converted mana cost of the spell? A: No. The mana cost (and thus the converted mana cost) of a spell is determined solely by what appears in the top-right corner of the card. Kicker costs do not alter that--they just change what you end up paying. Back to the Table of Contents
Flashback
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.32. Flashback 702.32a Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player's graveyard and the other that functions while the card is on the stack. "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack." Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g. Specific Questions Q: What does flashback do? A: Flashback is a mechanic that allows you to cast cards in your graveyard. (They're casted much the same way you would cast a card from your hand.) After you cast a card this way, it gets exiled the next time it would leave the stack. -------------------------------------------------------------------------------- Q: When can I cast a card for its flashback cost? A: Any time you could normally ast it. Flashback doesn't change the times you can ast the card, just where you're casting it from. -------------------------------------------------------------------------------- Q: What's the mana cost and/or converted mana cost of a spell that's been flashed back? A: The same as it always is. The mana cost (and therefore the converted mana cost) of a card is determined by what's sitting in the top-right corner of the card, not by what you actually spend to cast the card. -------------------------------------------------------------------------------- Q: Do cards that alter the amount a spell costs to cast also reduce the amount you pay for flashback? A: Yes; effects that cause you to pay more or less for a spell affect the total cost of the spell, which includes additional and alternate (like Flashback) costs, not just the mana cost. -------------------------------------------------------------------------------- Q: I flash back a spell, and it's countered. Where does the spell go? A: It gets exiled. When you flash back a spell, it gets exiled instead the next time it would leave the stack, no matter how it would leave. -------------------------------------------------------------------------------- Q: What happens if I flash back a spell, and something happens that would make the card go somewhere specific? (eg, It was Remand A: If the effect that's trying to move the card is trying to move it to anywhere except the exile zone, the card gets exiled instead. It can't go to your hand or your library or your graveyard--it will be exiled. Note that while this screws up most things that try to do things with spells, things that exile the card directly (such as Eye of the Storm Back to the Table of Contents
This section has been removed. For information on Threshold, see the Ability Words section.
Back to the Table of Contents
Madness
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.33. Madness 702.33a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. "Madness [cost]" means "If a player would discard this card, that player discards it, but may exile it instead of putting it into his or her graveyard" and "When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn't, he or she puts this card into his or her graveyard." 702.33b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g. Specific Questions Q: What does madness do? A: Essentially, when you discard a card that has Madness, you're given the option of casting that card for its madness cost. (The mechanism's a bit more complex than just that, but that's the gist of it.) -------------------------------------------------------------------------------- Q: Can I discard a card just because I want to in order to cast it with madness? A: No. You can't discard something just because you feel like it, for the same reason you can't just decide to gain 50 life on a whim. In order to do anything, including things like discarding cards and sacrificing permanents, there has to be some rule or some card that's allowing you to do so. -------------------------------------------------------------------------------- Q: Can I cast a card with madness for its madness cost if I discarded it earlier? A: No. You have to decide whether or not to use madness as you're actually discarding the card. Once you've decided not to, you can't "back up" later and cast it. -------------------------------------------------------------------------------- Q: If I cast a spell by paying its madness cost, what is the mana cost or converted mana cost of the spell? A: Whatever it is normally. The mana cost (and therefore the converted mana cost) of a card is determined by what's sitting in the top-right corner of the card, not by what you actually spend to cast the card. -------------------------------------------------------------------------------- Q: Do cards that alter the amount a spell costs to ast also reduce the amount you pay for madness? A: Yes; effects that cause you to pay more or less for a spell affect the total cost of the spell, which includes additional and alternate (like madness) costs, not just the mana cost. -------------------------------------------------------------------------------- Q: Can I cast a madness spell if I am discarding the card as a cost? A: Yes. Madness doesn't care how you're discarding the card; all that matters is that you're discarding it. -------------------------------------------------------------------------------- Q: Can I cast non-instant cards with Madness whenever I discard them? Even on my opponent's turn? A: Yes. Madness circumvents the normal timing restrictions; you can ast any card with madness when you discard it, no matter whose turn it is or whether or not you could cast the spell normally. -------------------------------------------------------------------------------- Q: Do madness cards go to the graveyard as a result of being discarded before being put on the stack? A: No. When you cast a card with madness, it still counts as being discarded, but it doesn't actually get to your graveyard before you cast it. That means your opponent can't remove it from your graveyard "in response" to stop you from casting the spell. Abilities that trigger on a card being discarded, however, will still trigger. Do note that while your opponent won't be able to remove it from your graveyard, they could remove it from the exile zone -------------------------------------------------------------------------------- Q: I heard something about some sort of trick involving playing lands or casting sorceries that you could do with Madness. What is it and how does it work? A: This "trick" is a loophole in the rules that has since been closed. Madness used to work slightly differently, which made it possible in some cases to play lands or cast sorceries after you discarded the madness card, but before you cast it. This is no longer the case; the madness rules were changed slightly and the loop was closed. Back to the Table of Contents
Fear
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.34. Fear 702.34a Fear is an evasion ability. 702.34b A creature with fear can't be blocked except by artifact creatures and/or black creatures. (See rule 509, "Declare Blockers Step.") 702.34c Multiple instances of fear on the same creature are redundant. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What does fear do? A: A creature with fear can't be blocked except by artifact creatures and black creatures. -------------------------------------------------------------------------------- Q: Can I use a text-altering spell like Mind Bend A: No. Since no color words actually appear on the card, text-altering effects can't change it. -------------------------------------------------------------------------------- Q: If I block a creature with fear with a black or artifact creature, and then my opponent alt A: Absolutely nothing. Changing creatures after they've already been declared as blockers won't do anything, even if they would no longer be able to block. Back to the Table of Contents
Morph
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.35. Morph 702.35a Morph is a static ability that functions in any zone from which you could play the card it's on, and the morph effect works any time the card is face down. "Morph [cost]" means "You may cast this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost by paying {3} rather than paying its mana cost." (See rule 707, "Face-Down Spells and Permanents.") 702.35b To cast a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card's characteristics) are applied to casting this card. These values are the copiable values of that object's characteristics. (See rule 613, "Interaction of Continuous Effects," and rule 706, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to cast a card from any zone from which you could normally play it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up. 702.35c You can't cast a card face down if it doesn't have morph. 702.35d If you have priority, you may turn a face-down permanent you control face up. This is a special action; it doesn't use the stack (see rule 115). To do this, show all players what the permanent's morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn't have a morph cost if it were face up, it can't be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don't trigger when it's turned face up and don't have any effect, because the permanent has already entered the battlefield. 702.35e See rule 707, "Face-Down Spells and Permanents," for more information on how to cast cards with morph. Specific Questions Q: What does morph do? A: Morph is an ability that applies whenever you could cast a card with Morph. Instead of casting it normally, you may choose to cast it face-down as a colorless, typeless 2/2 creature. It remains that way as long as it's face down. Any time you have priority, you may pay that card's morph cost to turn it face-up; when you do, it stops being a colorless, typeless 2/2 and reverts to its "normal" characteristics, whatever they may be. -------------------------------------------------------------------------------- Q: What is a face-down creature's name, creature type, mana cost or converted mana cost? A: A face down creature has no mana cost (and therefore a converted mana cost of 0), a P/T of 2/2, no creature type, and no name. It basically looks like this: _____ - {} Creature 2/2 -------------------------------------------------------------------------------- Q: My face-down creature has some counters, Auras, and/or Equipment on it. If I turn if face-up, does it keep all that stuff? A: Yes. It's still the same creature it was before; it's just changed a bit. It hasn't left the battlefield or done anything that might remove any of that, so all of it will remain. Note that while turning the creature face-up doesn't make it a new creature and so doesn't inherently remove Auras or Equipment, it may cause your creature to suddenly be illegal for certain Auras or Equipment to be attached to that creature, which may cause them to fall off because the creature they're attached to is no longer legal. For example, if you turn a face-down Akroma, Angel of Fury Counters, however, will remain on a card no matter how its characteristics might change. -------------------------------------------------------------------------------- Q: Can I respond to someone turning a morph creature face-up? A: No. Turning a creature with morph face-up for its morph cost is a special action that does not use the stack and cannot be responded to. However, you can respond to any triggered abilities that trigger on the morph being turned face-up, and you do get a chance to cast spells and activate abilities after the morph has been turned face-up. To find out more about exactly what constitutes a triggered ability, see the Triggered Abilities section of the Main Rules FAQ. -------------------------------------------------------------------------------- Q: When I turn a creature face-up, does it count as entering the battlefield? A: No, it does not. It was already on the battlefield; it just turned face-up. -------------------------------------------------------------------------------- Q: Can I turn my face-up creature with morph face-down again? A: Not unless you have a card that lets you do so -------------------------------------------------------------------------------- Q: Does turning a creature face-up or face-down tap or untap it? A: No. Turning a permanent face up or face down doesn't change whether it's tapped or untapped. -------------------------------------------------------------------------------- Q: Can my opponent look at my face-down creatures? A: No. (That would kind of ruin the point.) Each player may only look at face-down creatures he or she controls. -------------------------------------------------------------------------------- Q: Can a face-down spell be countered? A: Yes; it's still a spell, and can still be countered. (Remember that it has to be revealed when it hits the graveyard.) -------------------------------------------------------------------------------- Q: Can a morphed red creature block a creature with protection from red? If so, what happens if I turn the creature face-up? A: Yes, you can do that. Face-down creatures are colorless, so you can block with the morph, and if you turn it face-up, nothing much happens; the pro: red creature will still be blocked. Blocking restrictions only matter as blockers are being declared; after that, they don't matter. -------------------------------------------------------------------------------- Q: My spell or ability tries to turn a morphed creature face-up. Do I have to pay the creature's morph cost? A: No. If a spell or ability instructs you to turn a face-down permanent face up, you don't have to pay that permanent's morph cost to do so. -------------------------------------------------------------------------------- Q: Can a card like Meddling Mage A: It will stop you from casting it face-up, but you can still cast it face-down, as face-down morph cards have no name. -------------------------------------------------------------------------------- Q: My face-down morph creature is exiled with a card like Otherworldly Journey A: If your creature is exiled, it will be exiled face-up and will come back onto the battlefield face-up. This is because the creature "forgets" that it was face-down when it changes zones, and permanents always enter the battlefield face-up unless something specifically says otherwise. -------------------------------------------------------------------------------- Q: Can I turn my morph creature face-up while it's still on the stack? A: No; you can only turn morph cards face-up while the creature is on the battlefield. Back to the Table of Contents
Amplify
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.36. Amplify 702.36a Amplify is a static ability. "Amplify N" means "As this object enters the battlefield, reveal any number of cards from your hand that share a creature type with it. This permanent enters the battlefield with N +1/+1 counters on it for each card revealed this way. You can't reveal this card or any other cards that are entering the battlefield at the same time as this card." 702.36b If a creature has multiple instances of amplify, each one works separately. Specific Questions Q: What does amplify do? A: As a permanent with amplify X is entering the battlefield, you can choose to reveal any number of cards from your hand that share at least one creature type with it. For each card revealed that way, that permanent enters the battlefield with X +1/+1 counters on it. -------------------------------------------------------------------------------- Q: What happens if the creature with amplify has multiple creature types? A: If a creature with amplify has multiple creature types, you can reveal cards of any of its types. -------------------------------------------------------------------------------- Q: What's the difference between amplify 1 and amplify 2? A: The number of counters that you get. If you reveal two cards for a creature with amplify 1, it gets two +1/+1 counters, one for each card you revealed. If you reveal two cards for a creature with amplify 2, it gets four +1/+1 counters; two for each card revealed. -------------------------------------------------------------------------------- Q: It gets the counters when it enters the battlefield, right? A: Not quite; it gets them as it enters the battlefield. There is no point when the creature is on the battlefield without the counters. -------------------------------------------------------------------------------- Q: What if two creatures with amplify enter the battlefield at the same time? Can I reveal the same cards for both of them? A: Yes, you can. -------------------------------------------------------------------------------- Q: If I use Clone A: Cards of the copied creature's types. -------------------------------------------------------------------------------- Q: If I use Artificial Evolution A: No. After you've used it, amplify no longer cares what its creature types are. However, you can use the Evolution to change the card's creature type while it's still a spell on the stack (to, say, Leviathan), and that can stop your opponent from getting any counters on it in the first place. -------------------------------------------------------------------------------- Q: What happens if my opponent uses Desertion A: Then your opponent is the one that gets to reveal cards for it. Back to the Table of Contents
Double Strike
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.4. Double Strike 702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, "Combat Damage Step.") 702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step. 702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step. 702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step. 702.4e Multiple instances of double strike on the same creature are redundant. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What is double strike and how does it work? A: A creature with double strike deals both first strike combat damage and normal combat damage during combat. For example, I attack you with a 1/1 creature with double strike. If you don't block it, it will deal 1 damage to you, and then another 1 damage to you, for a total of 2 damage. If you do block it, my double striker will deal 1 damage to the blocker(s), and then another 1 damage. If the blocking creature(s) doesn't have first strike or double strike, it will only deal damage to my doublestriker if it survives the first blow. If it does so, then it will deal its damage at the same time my doublestriker delivers the second blow. -------------------------------------------------------------------------------- Q: If my double strike creature is unblocked, will it deal damage to my opponent twice? A: Yes. Double strike doesn't care whether the creature was blocked or not; it deals damage twice regardless. -------------------------------------------------------------------------------- Q: Do I get to attack twice? A: No, you do not get to attack twice. Double strike causes a creature to deal damage twice in a single combat phase. -------------------------------------------------------------------------------- Q: There's a triggered ability that will do something whenever my creature with double strike deals damage. (For example, it's equipped with Sword of Fire and Ice A: Yes. Your double strike creature is dealing damage two separate times, so you will get two separate triggers. -------------------------------------------------------------------------------- Q: What happens if my creature is blocked, but the first hit kills all the blocking creatures? Does the second hit go to my opponent? A: No, it does not. A creature that has become blocked will remain blocked for the rest of combat, no matter what happens to the defending creatures, and blocked creatures will not deal damage to the defending player unless there is something that specifically allows them to, such as trample. -------------------------------------------------------------------------------- Q: What if a creature has both trample and double strike? A: During each combat damage step, the controller must assign lethal damage to any surviving blocking creatures. Any "extra" damage can be assigned to the player, and if there are no surviving blockers, all of the damage is assigned to the player. For example, a 2/1 double strike trample creature attacks and is blocked by a 1/1. The player assigns 1 damage to the 1/1 and 1 damage to the player. The defending player takes 1 damage and the creature is destroyed. Then, when normal damage is assigned, the controller assigns both of the points of damage to the defending player. -------------------------------------------------------------------------------- Q: How does double strike interact with first strike? A: It doesn't. A creature with both first strike and double strike works exactly the same as a creature with only double strike. First strike works by making the creature deal its combat damage in the first of two combat damage steps. Double strike works by making the creature deal its combat damage in both steps. Thus, adding first strike to double strike is completely and utterly redundant. Back to the Table of Contents
Provoke
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.37. Provoke 702.37a Provoke is a triggered ability. "Provoke" means "Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature." 702.37b If a creature has multiple instances of provoke, each triggers separately. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What does provoke do? A: Provoke is an ability that allows you to force your opponent's creatures into combat. When you attack with a creature with provoke, you may untap a target creature the defending player controls and have that creature block yours if able. -------------------------------------------------------------------------------- Q: Can my opponent respond to provoke? Or do I just choose what blocks? A: Provoke is a triggered ability and uses the stack, so your opponent can respond to it. -------------------------------------------------------------------------------- Q: Does the creature I target with provoke have to be tapped? A: No, it does not, but if it is, it untaps. -------------------------------------------------------------------------------- Q: I target a creature with a tap-ability with provoke, and it untaps. What happens if my opponent uses its ability to tap it again right away? A: The creature is tapped, and thus cannot block, so it doesn't. -------------------------------------------------------------------------------- Q: What if I have a creature with flying (or some other evasion ability) and provoke? Can I make a creature block it that normally couldn't? A: No, you cannot. Provoke only makes the creature block if it's able to. If your creature can fly over it, it can't block, and so doesn't. Back to the Table of Contents
Storm
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.38. Storm 702.38a Storm is a triggered ability that functions on the stack. "Storm" means "When you cast this spell, put a copy of it onto the stack for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies." 702.38b If a spell has multiple instances of storm, each triggers separately. Specific Questions Q: What does storm do? A: Storm is an ability that makes your spells better if other spells have been cast during the same turn. When you cast a spell with storm, in addition to the original spell, you create a copy of it for each spell that was cast before it during the current turn. -------------------------------------------------------------------------------- Q: Do the storm copies count for future storm counts? A: No. Storm only counts spells that have been cast, and storm copies are put directly onto the stack, not cast. -------------------------------------------------------------------------------- Q: What about copies created by {Card}? A: Read the card you're asking about. If the card says it copies a card, and then lets you cast that copy, it counts for storm because you cast it. If it just says you copy a spell, it doesn't count for storm, as the copies are put directly onto the stack, not cast. -------------------------------------------------------------------------------- Q: Does making a storm copy count as casting a spell? A: No. The copies are put directly onto the stack; they are not cast. -------------------------------------------------------------------------------- Q: How does storm interact with replicate? A: It doesn't. At all. Replicate copies are never cast, so they don't count for storm, and if you somehow -------------------------------------------------------------------------------- Q: What happens if an opponent responds to my storm spell by casting some other spell? Do I get another copy? A: No. Storm only counts spells that have been cast before yours; spells cast after it won't count. -------------------------------------------------------------------------------- Q: What happens if my opponent counters the original storm spell? A: That one spell will be countered, but all the copies would still be there. Countering the original spell does nothing to the copies. -------------------------------------------------------------------------------- Q: Can storm be responded to? Can it be Stifle A: Yes; storm is a triggered ability, so it can be both responded to and stifled. Back to the Table of Contents
Affinity
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.39. Affinity 702.39a Affinity is a static ability that functions while the spell is on the stack. "Affinity for [text]" means "This spell costs you {1} less to cast for each [text] you control." 702.39b The affinity ability reduces only the amount of generic mana a spell's controller has to pay; it doesn't reduce how much colored mana that player has to pay. 702.39c If a spell has multiple instances of affinity, each of them applies. Specific Questions Q: What does affinity do? A: Affinity is a mechanic that makes your spells cheaper if you control certain kinds of permanents; your spells with affinity for X cost less to cast for each X you control. The more of the appropriate kind of permanent you control, the cheaper your spells become.-------------------------------------------------------------------------------- Q: Can affinity reduce the amount of colored mana I pay? A: No. -------------------------------------------------------------------------------- Q: Does affinity change the mana cost or converted mana cost of the spell? A: No; the mana cost and converted mana cost of a spell is determined solely by what's in the top-right corner of the card. Nothing else matters. Back to the Table of Contents
Entwine
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.40. Entwine 702.40a Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. "Entwine [cost]" means "You may choose all modes of this spell instead of just one. If you do, you pay an additional [cost]." Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2e-g. 702.40b If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves. Specific Questions Q: What does entwine do? A: Entwine is an ability of modal spells (spells with "Choose one--") that allows you to choose both options if you pay the entwine cost. -------------------------------------------------------------------------------- Q: If I entwine a spell, in what order do I do the two parts? A: You follow the instructions of the card in the order the card lists them. -------------------------------------------------------------------------------- Q: If I entwine a spell, can I do anything in between the two parts of the spell? A: No, you cannot. You have to do it all at once. (Yes, it's a shame you can't both attack with that creature you Grab the Reins Back to the Table of Contents
Equip
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.6. Equip 702.6a Equip is an activated ability of Equipment cards. "Equip [cost]" means "[Cost]: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery." 702.6b For more information about Equipment, see rule 301, "Artifacts." 702.6c If a permanent has multiple instances of equip, any of its equip abilities may be activated. Specific Questions Q: What does Equip do? A: Equip is an ability of Equipment cards that allows you to pay some cost to attach them to a target creature you control. This attachment is permanent, and an Equip ability can only be played during your main phase, when you have priority and the stack is empty. -------------------------------------------------------------------------------- See the main Rules Q&A FAQ entry on Equipment. Back to the Table of Contents
This section has been removed. For information on Imprint, see the Ability Words section.
Back to the Table of Contents
Modular
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.41. Modular 702.41a Modular represents both a static ability and a triggered ability. "Modular N" means "This permanent enters the battlefield with N +1/+1 counters on it" and "When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent." 702.41b If a creature has multiple instances of modular, each one works separately. Specific Questions Q: What does modular do? A: A creature with modular X enters the battlefield with X +1/+1 counters on it, and when the creature dies you may put its +1/+1 counters onto a target artifact creature you control. -------------------------------------------------------------------------------- Q: When my creature with modular dies, do I put all of its +1/+1 counters on some other artifact creature, or just the ones it got from the modular ability? A: All of them. +1/+1 counters are +1/+1 counters, no matter where they came from; modular doesn't care. -------------------------------------------------------------------------------- Q: When my creature with modular dies, can I split the counters among multiple artifact creatures? A: No. Either one creature gets all of the counters, or none of them get any. Back to the Table of Contents
Scry
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 701.18. Scry 701.18a To "scry N" means to look at the top N cards of your library, put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order. Specific Questions Q: What does scry mean? A: To "scry X" means to look at the top X cards of your library, put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order. -------------------------------------------------------------------------------- Q: When do I scry for a spell or ability? A: When a spell or ability resolves, you follow its instructions in the order they appear on the card. If scry comes first on the card, you do it first. If it comes last, you do it last. If it comes in the middle, you do it in the middle. Back to the Table of Contents
Sunburst
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.42. Sunburst 702.42a Sunburst is a static ability that functions as an object is entering the battlefield from the stack. "Sunburst" means "If this object is entering the battlefield from the stack as a creature, it enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. If this object is entering the battlefield from the stack and isn't entering the battlefield as a creature, it enters the battlefield with a charge counter on it for each color of mana spent to cast it." 702.42b Sunburst applies only as the spell is resolving and only if one or more colored mana was spent on its costs. Mana paid for additional or alternative costs applies. 702.42c Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn't matter whether the ability is on a creature spell or on a noncreature spell. Example: The ability "Modular -- Sunburst" means "This permanent enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it" and "When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent." 702.42d If an object has multiple instances of sunburst, each one works separately. Specific Questions Q: What does sunburst do? A: A permanent with sunburst enters the battlefield with a counter on it for each different color of mana that was spent to pay its mana cost. If it's a creature, those counters are +1/+1 counters. If it's not a creature, those counters are charge counters. -------------------------------------------------------------------------------- Q: I put a card with sunburst onto the battlefield through some method other than "casting" it. Does it get any counters? A: No. -------------------------------------------------------------------------------- Q: Can I pay more than the cost of the sunburst card so I get more counters? A: Only if you have some way of increasing the total cost -------------------------------------------------------------------------------- Q: I use copying card (such as Sculpting Steel A: You get counters based on the mana you used to cast the copy card. -------------------------------------------------------------------------------- Q: There's a March of the Machines A: You get charge counters. The type of counter you get is determined before you begin applying continuous effects like the Machines' animation. Back to the Table of Contents
Bushido
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.43. Bushido 702.43a Bushido is a triggered ability. "Bushido N" means "Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn." (See rule 509, "Declare Blockers Step.") 702.43b If a creature has multiple instances of bushido, each triggers separately. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What does bushido do? A: When a creature with bushido X blocks or becomes blocked, it gets +X/+X until the end of the turn. -------------------------------------------------------------------------------- Q: My bushido creature gets blocked by more than one creature at once--do I get the bonus more than once? A: No. Bushido triggers only once per block, no matter how many creatures are blocking. Back to the Table of Contents
Soulshift
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.44. Soulshift 702.44a Soulshift is a triggered ability. "Soulshift N" means "When this permanent is put into a graveyard from the battlefield, you may return target Spirit card with converted mana cost N or less from your graveyard to your hand." 702.44b If a permanent has multiple instances of soulshift, each triggers separately. Specific Questions Q: What does soulshift do? A: When a creature with soulshift X goes to a graveyard from the battlefield, you may return a target Spirit card with converted mana cost X or less from your graveyard to your hand. -------------------------------------------------------------------------------- Q: If a creature with soulshift goes to the graveyard at the same time as some other creatures, can the soulshift return one of the creatures that died at the same time? A: Yes. By the time you choose targets, all of those other creatures are in the graveyard too, making them legal targets. (Note that they still have to be Spirits!) Back to the Table of Contents
Splice
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.45. Splice 702.45a Splice is a static ability that functions while a card is in your hand. "Splice onto [subtype] [cost]" means "You may reveal this card from your hand as you cast a [subtype] spell. If you do, copy this card's text box onto that spell and pay [cost] as an additional cost to cast that spell." Paying a card's splice cost follows the rules for paying additional costs in rules 601.2b and 601.2e-g. Example: Since the card with splice remains in the player's hand, it can later be cast normally or spliced onto another spell. It can even be discarded to pay a "discard a card" cost of the spell it's spliced onto. 702.45b You can't choose to use a splice ability if you can't make the required choices (targets, etc.) for that card's instructions. You can't splice any one card onto the same spell more than once. If you're splicing more than one card onto a spell, reveal them all at once and choose the order in which their instructions will be followed. The instructions on the main spell have to be followed first. 702.45c The spell has the characteristics of the main spell, plus the text boxes of each of the spliced cards. The spell doesn't gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text copied onto the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied. Example: Glacial Ray is a red card with splice onto Arcane that reads, "Glacial Ray deals 2 damage to target creature or player." Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature. 702.45d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets will be countered if all of its targets are illegal on resolution. 702.45e The spell loses any splice changes once it leaves the stack (for example, when it's countered, it's exiled, or it resolves). Specific Questions Q: What does splice do? A: Splice onto X allows you to "splice" your spells onto one another, customizing your spells and getting multiple different effects from a single spell. When you cast an X spell, you may reveal any number of cards with Splice onto X in your hand and pay their splice costs in addition to the card's normal mana cost. If you do, that spell has all of those other spell's effects in addition to its own. -------------------------------------------------------------------------------- Q: I don't get it--why would I splice the card onto some other spell when I could just cast it? A: When you splice a card onto some other spell, the card with splice stays in your hand, meaning you'll be able to cast it or splice it onto some other spell later. You can use this to essentially re-use your spells over and over--with a single Glacial Ray -------------------------------------------------------------------------------- Q: When do I have to say I'm splicing some cards onto my spell? A: As you're casting it. After that, it's too late; you can't go back and splice cards on retroactively. -------------------------------------------------------------------------------- Q: Can I splice the same card onto the same spell more than once? A: No, you can only splice a particular card onto a spell once. (Though if you have multiple copies of a card in hand, you can splice each of them onto the spell once.) -------------------------------------------------------------------------------- Q: I somehow copy a spell that has had spells spliced onto it. (Using, say, Twincast A: Yes, you do. Back to the Table of Contents
Defender
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.3. Defender 702.3a Defender is a static ability. 702.3b A creature with defender can't attack. 702.3c Multiple instances of defender on the same creature are redundant. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What does defender do? A: A creature with defender can't attack. -------------------------------------------------------------------------------- Q: "Defender"? So what happened to walls? A: All walls have received errata to have defender; the wall creature type no longer has any rules associated with it. That means that turning creatures into walls won't stop them from attacking, and changing your walls into something else won't allow them to attack. (Except for Mistform Wall Back to the Table of Contents
Offering
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.46. Offering 702.46a Offering is a static ability of a card that functions in any zone from which the card can be cast. "[Subtype] offering" means "You may cast this card any time you could cast an instant by sacrificing a [subtype] permanent. If you do, the total cost to cast this card is reduced by the sacrificed permanent's mana cost." 702.46b The permanent is sacrificed at the same time the spell is announced (see rule 601.2a). The total cost of the spell is reduced by the sacrificed permanent's mana cost (see rule 601.2e). 702.46c Generic mana in the sacrificed permanent's mana cost reduces generic mana in the total cost to cast the card with offering. Colored mana in the sacrificed permanent's mana cost reduces mana of the same color in the total cost to cast the card with offering. Colored mana in the sacrificed permanent's mana cost that doesn't match colored mana in the colored mana cost of the card with offering, or is in excess of the card's colored mana cost, reduces that much generic mana in the total cost. Specific Questions Q: What does offering do? A: Offering is an ability that allows you to cast your spells more cheaply and at times you normally couldn't by sacrificing a permanent of the appropriate kind. You may cast a card using offering any time you have priority. When you cast a card using offering, you must sacrifice a permanent of the appropriate kind, and the cost of the spell with offering is reduced by the sacrificed permanent's mana cost. -------------------------------------------------------------------------------- Q: Can I sacrifice multiple creatures to reduce the cost of an offering even more? A: No. You can only sacrifice one creature per offering. -------------------------------------------------------------------------------- Q: My opponent tries to use offering to bring a creature out--can I kill the creature he's sacrificing in response in order to stop it? A: No, you cannot. Sacrificing the creature is part of the cost of casting the creature; by the time you can respond, the creature's already dead. -------------------------------------------------------------------------------- Q: How is the cost reduction of offering calculated? A: Colorless mana in the sacrificed creature's cost will reduce only colorless costs of the Patron, but colored costs will reduce either their color (if present) or colorless mana (if it isn't). For example, you sacrifice Kiki-Jiki, Mirror Breaker ![]() ![]() - ![]() ![]() ![]() , which comes to .Or, you sacrifice Hellhole Rats ![]() ![]() - ![]() ![]() , which comes to ![]() .-------------------------------------------------------------------------------- Q: Can offering reduce additional costs imposed by cards such as Sphere of Resistance A: Yes; offering applies to all costs, not just the card's "natural" mana cost. (Though it might be hard to find creatures of the appropriate type with casting costs higher than 6 in the first place...) Back to the Table of Contents
Ninjutsu
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.47. Ninjutsu 702.47a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player's hand. "Ninjutsu [cost]" means "[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner's hand: Put this card onto the battlefield from your hand tapped and attacking." 702.47b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack. 702.47c A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be attacking the same player or planeswalker as the creature that was returned to its owner's hand. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What does ninjutsu do? A: Ninjutsu allows your creatures to jump from your hand onto the battlefield, taking the place of an attacking creature that's unblocked. During combat, you may reveal a creature card with ninjutsu in your hand, pay its ninjutsu cost, and return an unblocked attacking creature you control to its owner's hand. If you do, you put the ninjutsu creature onto the battlefield already tapped and attacking. (If you're in a multiplayer game, it's attacking the same player that the creature that was returned was.) -------------------------------------------------------------------------------- Q: Can I use a counterspell A: No; ninjutsu is an ability, not a spell, and therefore cannot be countered by things that can only counter spells. In order to stop a ninjutsu ability, you need something that can counter activated abilities, such as Stifle -------------------------------------------------------------------------------- Q: What happens if I counter the ninjutsu ability? (With Stifle A: If you counter the ninjutsu ability, the card with ninjutsu will remain in your opponent's hand, as does the creature he bounced to pay for the ability. -------------------------------------------------------------------------------- Q: My opponent tries to use ninjutsu--can I kill the creature he's bouncing in response in order to stop the ability? A: No. The creature is returned as part of the cost of activating the ability; by the time you can respond, it's already safely in your opponent's hand. You can kill the Ninja when it enters the battlefield, though. -------------------------------------------------------------------------------- Q: I heard you can use ninjutsu to bounce multiple unblocked creatures--is this true? If so, how? A: Yes, you can do this. Simply activate the ninjutsu ability, bouncing one creature, and then activate the ability again in response to itself, bouncing another creature, and so on and so forth until you have bounced as many creatures as you like. Then, the first ninjutsu ability to resolve will put the Ninja onto the battlefield. -------------------------------------------------------------------------------- Q: I heard you can have both the unblocked creature and the ninja deal combat damage--is this true? If so, how? A: It is, but only if your unblocked creature has either first strike or double strike. If it doesn't, then this isn't possible. First strike and double strike creatures assign combat damage during the first strike combat damage step. (See Turns and the Turn Structure) In the "normal" combat damage step, creatures with double strike, plus any creatures that didn't assign combat damage in the first strike combat damage step, assign their damage, even if they weren't around at the time. This means that if you ninjutsu out your unblocked first/double striker during the first strike combat damage step, before the game moves on to the "normal" combat damage step, your Ninja will deal damage during the normal combat damage step. Back to the Table of Contents
Epic
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.48. Epic 702.48a Epic represents two spell abilities, one of which creates a delayed triggered ability. "Epic" means "For the rest of the game, you can't cast spells," and "At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy." See rule 706.9. 702.48b A player can't cast spells once a spell with epic he or she controls resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack. Specific Questions Q: What does epic do? A: Once an Epic spell you cast resolves, you can't cast any other spells for the rest of the game, but you get a brand new copy of the Epic card at the beginning of every one of your upkeeps for the rest of the game. Epic spells are designed to give you the ability to win using their effects alone, with proper foresight and planning. Note that Epic spells don't stop you from activating abilities or taking other actions that are not casting spells. -------------------------------------------------------------------------------- Q: Can I use cards like Isochron Scepter A: Uyo works, but Isochron doesn't. The Scepter creates a copy of a card, and then tries to let you cast that copy. And since you can't ast spells, you can't cast the copy. Uyo, on the other hand, simply copies a spell directly, without any of that messy casting business. The same principle applies to other cards: things that copy the spell directly will work; things that create copies of cards and then let you cast the copies won't work. -------------------------------------------------------------------------------- Q: Do the Epic copies count as being "cast"? A: No; the copies are simply put directly onto the stack. (You can't cast any spells at all after you resolve an Epic, so it would be pretty terrible if the game tried to make you cast the copies.) Back to the Table of Contents
Enchant
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.5. Enchant 702.5a Enchant is a static ability, written "Enchant [object or player]." The enchant ability restricts what an Aura spell can target and what an Aura can enchant. 702.5b For more information on Auras, see rule 303, "Enchantments." 702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura's target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities. 702.5d Auras that can enchant a player can target and be attached to players. Such Auras can't target permanents and can't be attached to permanents. Specific Questions Q: What does enchant do? A: Enchant is a new keyword for an old concept. With the change of "Enchant [whatever]" cards to Auras, the restrictions on what a particular Aura can be attached to have been moved to the text box in the form of the Enchant ability. -------------------------------------------------------------------------------- See the Main Rules FAQ entry on Auras. Back to the Table of Contents
Convoke
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.49. Convoke 702.49a Convoke is a static ability that functions while the spell with convoke is on the stack. "Convoke" means "As an additional cost to cast this spell, you may tap any number of untapped creatures you control. Each creature tapped this way reduces the cost to cast this spell by {1} or by one mana of any of that creature's colors." Using the convoke ability follows the rules for paying additional costs in rules 601.2b and 601.2e-g. Example: You cast Guardian of Vitu-Ghazi, a spell with convoke that costs {6}{G}{W}. You announce that you're going to tap a colorless creature, a red creature, and a green-and-white creature to help pay for it. The colorless creature and the red creature each reduce the spell's cost by {1}. You choose whether the green-white creature reduces the spell's cost by {1}, {G}, or {W}. Then the creatures become tapped as you pay Guardian of Vitu-Ghazi's cost. 702.49b Multiple instances of convoke on the same spell are redundant. Specific Questions Q: What does convoke do? A: Convoke is an ability that lets you use your creatures to cast your spells. When you cast a card with Convoke, you can tap any number of untapped creatures you control. Each creature you tap this way reduces the cost of your spell by one mana of any of its colors or by one colorless mana. -------------------------------------------------------------------------------- Q: Can I tap summoning-sick creatures to help pay for the convoke cost? A: Yes. Summoning sickness only stops attacking and the use of any activated ability that uses the or symbols in its cost. It doesn't stop the creature from being tapped in other ways.Since Convoke is neither attacking nor an activated ability, it isn't hampered by summoning sickness at all. -------------------------------------------------------------------------------- Q: My opponent starts casting a spell with convoke--can I kill one of his creatures to prevent it from being tapped for convoke? A: No. You can't do anything while another player is casting a spell or activating an ability--by the time you get a chance to do anything, the creature is already tapped and the spell has already been cast. -------------------------------------------------------------------------------- Q: Can I tap a Llanowar Elves A: No. You can either tap it for convoke or tap it to make mana, but not both. -------------------------------------------------------------------------------- Q: What do I reduce the cost by if I tap a multicolored creature? A: You reduce the cost either by or by any of that creature's colors.-------------------------------------------------------------------------------- Q: Does convoke reduce the card's mana cost or converted mana cost? A: No; it only reduces the amount you actually spend. The mana cost and converted mana cost of the card never change. -------------------------------------------------------------------------------- Q: My opponent cast something (or has something on the battlefield) that does something bad to my Convoke spell unless I pay mana ( Mana Leak A: No. Convoke only affects the cost of casting the spell; it doesn't affect any costs or payments that are not a part of casting the spell. Back to the Table of Contents
Dredge
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.50. Dredge 702.50a Dredge is a static ability that functions only while the card with dredge is in a player's graveyard. "Dredge N" means "As long as you have at least N cards in your library, if you would draw a card, you may instead put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand." 702.50b A player with fewer cards in his or her library than the number required by a dredge ability can't put any of them into his or her graveyard this way. Specific Questions Q: What does dredge do? A: Dredge allows you to reuse the cards in your graveyard as many times as you want. If a card with Dredge X is in your graveyard and you would draw a card, you can choose to instead put X cards from the top of your library into your graveyard and put the Dredge card back into your hand. -------------------------------------------------------------------------------- Q: If I have multiple cards with dredge in my graveyard, can I dredge them all back at once? A: Only if you're somehow drawing multiple cards -------------------------------------------------------------------------------- Q: Can I dredge a card back when I don't have the enough cards in my library? A: No, you cannot. You have to have enough cards in your library to mill if you want to dredge the card. Back to the Table of Contents
Transmute
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.51. Transmute 702.51a Transmute is an activated ability that functions only while the card with transmute is in a player's hand. "Transmute [cost]" means "[Cost], Discard this card: Search your library for a card with the same converted mana cost as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Activate this ability only any time you could cast a sorcery." 702.51b Although the transmute ability can be activated only if the card is in a player's hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities. Specific Questions Q: What does transmute do? A: Transmute lets you turn spells you don't need into the spells you do. During your main phase, when the stack is empty and you have priority, you may discard a card with transmute and pay its transmute cost. If you do, you search through your library for any card that has the same converted mana cost as the transmute card and put it into your hand. -------------------------------------------------------------------------------- Q: What can I find with transmute? A: You can find any card with the same converted mana cost as the card with transmute. Converted mana cost is independent of color--if you transmute a Dimir House Guard Back to the Table of Contents
This section has been removed, as the keyword it covered (Substance) no longer exists.
Back to the Table of Contents
Bloodthirst
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.52. Bloodthirst 702.52a Bloodthirst is a static ability. "Bloodthirst N" means "If an opponent was dealt damage this turn, this permanent enters the battlefield with N +1/+1 counters on it." 702.52b "Bloodthirst X" is a special form of bloodthirst. "Bloodthirst X" means "This permanent enters the battlefield with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn." 702.52c If an object has multiple instances of bloodthirst, each applies separately. Specific Questions Q: What does bloodthirst do? A: Bloodthirst makes the creatures you cast stronger if your opponent has been dealt damage during the current turn. As a creature with Bloodthirst N enters the battlefield, it checks to see if your opponent has been dealt damage during the current turn. If he or she has, the creatue enters the battlefield with N +1/+1 counters on it. -------------------------------------------------------------------------------- Q: Does it matter how my opponent was damaged? A: No. The damage can come from anything, even his or her own cards. The only thing that matters is that he or she was dealt damage somehow. -------------------------------------------------------------------------------- Q: If I somehow deal 0 damage to my opponent, will my creatures be bloodthirsty? A: No. 0 damage is no damage--if something tries to deal 0 damage, it doesn't deal any damage at all, so bloodthirst won't see it. -------------------------------------------------------------------------------- Q: Can I Shock A: No. A bloodthirsty creature enters the battlefield with the counters already on it--you can't do anything before those counters are put on it. -------------------------------------------------------------------------------- Q: Can I get more counters if I deal damage to my opponent more than once? A: No. Bloodthirst doesn't care how much damage was dealt to your opponent, and it doesn't care when or how, either. All it cares about is the fact that your opponent received damage somehow. Back to the Table of Contents
Haunt
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.53. Haunt 702.53a Haunt is a triggered ability. "Haunt" on a permanent means "When this permanent is put into a graveyard from the battlefield, exile it haunting target creature." "Haunt" on an instant or sorcery spell means "When this spell is put into a graveyard during its resolution, exile it haunting target creature." 702.53b Cards that are in the exile zone as the result of a haunt ability "haunt" the creature targeted by that ability. The phrase "creature it haunts" refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature. 702.53c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone. Specific Questions Q: What does haunt do? A: Haunt lets your creatures and spells come back from the grave to "haunt" living creatures. When your card with Haunt is put into your graveyard (after resolving for instants and sorceries, and after being on the battlefield for permanents), you must exile it haunting a creature on the battlefield. The card with Haunt will specify what it does to that haunted creature. -------------------------------------------------------------------------------- Q: Errr... say that again? A: If the object with Haunt is an instant or sorcery spell, after the spell resolves and goes to the graveyard, you must choose a target creature on the battlefield. That instant or sorcery is then exiled, and is considered to be "haunting" the creature you targeted. Then, when that creature dies, a triggered ability of the instant or sorcery triggers and does its thing. Haunt works similarly on permanents--when the permanent with Haunt is put into a graveyard from the battlefield, again, you choose a target creature on the battlefield. The permanent with Haunt is then exiled and is "haunting" the creature you targeted. All permanents with Haunt have a triggered ability that triggers twice. First, it triggers when the permanent enters the battlefield. After the permanent has died and begun haunting a creature, the ability triggers again when that creature dies. -------------------------------------------------------------------------------- Q: I have a permanent card with Haunt and it says "when [this] enters the battlefield [b]or the creature it haunts is put into a graveyard from the battlefield..." Does that mean I have to choose one or the other?[/b] A: No. The ability triggers whenever either of its trigger conditions are matched, so you'll get the effect at both times. -------------------------------------------------------------------------------- Q: What happens if there are no (targetable) creatures on the battlefield when the haunt ability triggers to exile the creature? A: Nothing. The ability has no potential targets, and thus doesn't happen. Note that if there are any (targetable) creatures on the battlefield at all, you must haunt one of them; the ability is not optional. -------------------------------------------------------------------------------- Q: What happens if the creature I haunt isn't a creature when it dies? A: The ability triggers as normal. "The creature it haunts" only means "the permanent that this is haunting"; once the card has started Haunting something, it doesn't care if it stays a creature. Back to the Table of Contents
Replicate
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.54. Replicate 702.54a Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell with replicate is on the stack. The second is a triggered ability that functions while the spell with replicate is on the stack. "Replicate [cost]" means "As an additional cost to cast this spell, you may pay [cost] any number of times" and "When you cast this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any of the copies." Paying a spell's replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2e-g. 702.54b If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate. Specific Questions Q: What does replicate do? A: Replicate lets you make a whole bunch of copies of your spells when you cast them. When you cast a spell with Replicate, you can pay the Replicate cost as many times as you like in addition to the normal mana cost; then you get that many extra copies of your spell. -------------------------------------------------------------------------------- Q: How exactly does replicate work? A: As you cast a spell with replicate, you can choose to pay its replicate cost any number of times. Once you finish casting the spell, a triggered ability goes on the stack. When that ability resolves, it will create a copy of the original spell for each time you paid the replicate cost. -------------------------------------------------------------------------------- Q: So if I cast a spell with replicate, and my opponent responds with something, can I then respond to that by replicating it again? A: No. The only chance you get to pay the replicate cost is as you are casting the original spell. After that, it's too late. -------------------------------------------------------------------------------- Q: Does making a replicate copy count as casting a spell? A: No. The copies are put directly onto the stack; they are not are not cast. -------------------------------------------------------------------------------- Q: How does replicate interact with storm? A: It doesn't. At all. Replicate copies are never cast, so they don't count for storm, and if you somehow -------------------------------------------------------------------------------- Q: Can countering the original spell stop the copies? A: No. The copies will be created no matter what you do to the original spell. -------------------------------------------------------------------------------- Q: So how can I stop the copies? A: You could cast something that will counter the triggered ability ...And, of couse, you can try to counter each individual copy with a different regular counterspell -------------------------------------------------------------------------------- Q: If I give a mana-cost-less spell (such as Ancestral Visions A: No. In fact, you can't replicate it at all. Djinn Illuminatus makes the replicate cost equal to the mana cost of the spell, which is nonexistent. That means that the replicate cost is also nonexistent, and a nonexistent cost cannot be paid. Back to the Table of Contents
Forecast
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.55. Forecast 702.55a A forecast ability is a special kind of activated ability that can be activated only from a player's hand. It's written "Forecast -- [Activated ability]." 702.55b A forecast ability may be activated only during the upkeep step of the card's owner and only once each turn. The controller of the forecast ability reveals the card with that ability from his or her hand as the ability is activated. That player plays with that card revealed in his or her hand until it leaves the player's hand or until a step or phase that isn't an upkeep step begins, whichever comes first. Specific Questions Q: What does forecast do? A: A forecast ability is a special activated ability that you can activate from your hand during your upkeep. To activate a Forecast ability, you reveal the card from your hand and pay the required cost. The Forecast card remains revealed until the end of your upkeep, and you can't activate the same card's Forecast ability twice in one upkeep. -------------------------------------------------------------------------------- Q: Can I counter forecast with a counterspell A: No. Forecast is an ability, not a spell. If you want to counter a forecast ability, you have to use something that can counter activated abilities, like Squelch -------------------------------------------------------------------------------- Q: If I have multiple copies of the same card with Forecast in my hand, can I activate the Forecast ability multiple times? A: You can activate the forecast ability of each individual card once, for a total of however many of those cards you have in your hand. -------------------------------------------------------------------------------- Q: If I ( somehow A: Yes. Each upkeep is seperate from the others for purposes of Forecasting. Back to the Table of Contents
Graft
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.56. Graft 702.56a Graft represents both a static ability and a triggered ability. "Graft N" means "This permanent enters the battlefield with N +1/+1 counters on it" and "Whenever another creature enters the battlefield, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature." 702.56b If a creature has multiple instances of graft, each one works separately. Specific Questions Q: What does graft do? A: A creature with graft X enters the battlefield with X +1/+1 counters on it. Then, whenever any creature enters the battlefield (even under your opponent's control), you can choose to move a +1/+1 counter from your creature with graft onto the new creature. -------------------------------------------------------------------------------- Q: Can I move all of my creature's +1/+1 counters onto another creature? A: Graft only lets you move one counter at a time. While you can graft away all of your creature's counters if you wish, you have to do it one at a time. -------------------------------------------------------------------------------- Q: Can I move my +1/+1 counters onto my opponent's new creatures? A: Yes, you can. Graft triggers whenever any creature enters the battlefield, not just when yours do. -------------------------------------------------------------------------------- Q: I have multiple graft creatures on the battlefield, and I cast a new creature. Can I move multiple counters onto my new creature? A: Yes. You may move up to one counter from each creature with graft onto it. -------------------------------------------------------------------------------- Q: Can graft move counters onto untargetable creatures, or creatures with protection? A: Yes, it can. Graft isn't targeted, and doesn't do anything protection stops. Back to the Table of Contents
Recover
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.57. Recover 702.57a Recover is a triggered ability that functions only while the card with recover is in a player's graveyard. "Recover [cost]" means "When a creature is put into your graveyard from the battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, exile this card." Specific Questions Q: What does recover do? A: Recover allows you to get the card it's on back from your graveyard when a creature is put into your graveyard from the battlefield. When a creature is put into a graveyard from the battlefield, you may pay the card's recover cost to return it from your graveyard to your hand. But if you don't pay the cost, the card with recover is exiled permanently. -------------------------------------------------------------------------------- Q: Can I choose not to bring back the card with recover and wait until later to do so? A: No. If you choose not to (or can't) bring back the recover card when a creature is put into your graveyard, the card exiled for good. -------------------------------------------------------------------------------- Q: What happens if I forget about the trigger, and find out about it later? A: Exile the card. Forgetfulness is no excuse: you missed your opportunity to bring it back. -------------------------------------------------------------------------------- Q: If one of my creatures with recover dies at the same time as another of my creatures, does its recover ability trigger? A: No; recover will not trigger from creatures that die at the same time as the creature it's on. -------------------------------------------------------------------------------- Q: I have a card with recover in my graveyard, and several of my creatures die at once. What happens? A: The recover ability will trigger multiple times. When the first of those triggers resolves, it will remove the card from your graveyard (one way or the other). Then the other triggers will resolve. You can still choose to pay the recover cost for those triggers if you like, but they won't do anything. Back to the Table of Contents
Ripple
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.58. Ripple 702.58a Ripple is a triggered ability that functions only while the card with ripple is on the stack. "Ripple N" means "When you cast this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may cast any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not cast this way on the bottom of your library in any order." 702.58b If a spell has multiple instances of ripple, each triggers separately. Specific Questions Q: What does ripple do? A: Ripple potentially allows you to cast many copies of the same spell at once. When you cast a card with ripple X, you may reveal X cards from the top of your library and cast for free any of the revealed cards that have the same name as the spell you just cast. -------------------------------------------------------------------------------- Q: I cast a spell with ripple. What happens first, the ripple or the spell? A: The ripple. Ripple triggers on you casting the spell, thus, it goes onto the stack on top of that spell, and will therefore resolve first. -------------------------------------------------------------------------------- Q: Can I choose to reveal only some of the cards? A: No. You have to reveal either all of them, or none of them. -------------------------------------------------------------------------------- Q: Do I have to cast all the copies of the spell I revealed? A: No. You can choose to cast all of them, just some of them, or even none of them if you wish. -------------------------------------------------------------------------------- Q: If the cards I cast for free also have ripple, will those ripple abilities also trigger? A: Yes! :D -------------------------------------------------------------------------------- Q: If a card somehow gets multiple ripple abilities, what happens? A: You will ripple multiple times for that spell--each trigger acts seperately. (Note that any spells you cast off of the first ripple will resolve before the second of those ripples.) Back to the Table of Contents
Ability Words
Back to the Table of Contents Q: What exactly is an ability word? Back to the Table of Contents
Flash
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.8. Flash 702.8a Flash is a static ability that functions in any zone from which you could play the card it's on. "Flash" means "You may play this card any time you could cast an instant." 702.8b Multiple instances of flash on the same object are redundant. Specific Questions Q: What does flash do? A: Flash allows you to cast a noninstant spell any time you have priority, just like you could with an instant. -------------------------------------------------------------------------------- Q: Do I have to be able to cast an instant right then to be able to cast the card with flash? A: No; when the rule says "any time you could cast an instant", it means "any time the timing rules would permit you to cast an instant". Lack of instants to cast (and cards that specifically stop you from casting instants) won't stop you from casting cards with flash. Back to the Table of Contents
Split Second
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.59. Split Second 702.59a Split second is a static ability that functions only while the spell with split second is on the stack. "Split second" means "As long as this spell is on the stack, players can't cast other spells or activate abilities that aren't mana abilities." 702.59b Players may activate mana abilities and take special actions while a spell with split second is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with split second is on the stack. 702.59c Multiple instances of split second on the same spell are redundant. Specific Questions Q: What does split second do? A: Split second makes it hard for players to respond to your spells. While a spell with split second is on the stack, players (including you) can't cast spells or activate abilities that aren't mana abilities. -------------------------------------------------------------------------------- Q: So what can I do while a card with split second is on top of the stack? A: You can activate mana abilities (activated abilities that produce mana) and perform special actions that aren't spells or abilities, like turning a face-down permanent with Morph face-up. Triggered abilities work as normal, since you don't actually cast them. -------------------------------------------------------------------------------- Q: Can I cast a spell with split second in response to some other spell to prevent my opponent from stopping that other spell? A: No. Spells and abilities on the stack resolve one at a time, and players have the chance to respond to each in turn. Your opponents won't be able to stop the split second spell, but they can wait until it resolves and then stop the other. For more information on how the stack works, see the post on The Stack and Priority in the Main Rules FAQ. -------------------------------------------------------------------------------- Q: How does split second interact with suspend? A: It generally doesn't, apart from a few isolated situations. You cannot normally use split second to stop suspended spells from being cast, because there is no way to get the suspend trigger that removes the last time counter to be on the stack above the split second spell. It will always be below, because you can't cast the split second spell before the remove-counter triggers go on the stack at the beginning of the upkeep. The three exceptions to this rule involve Deep-Sea Kraken The Timebender Nihilith Back to the Table of Contents
Suspend
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.60. Suspend 702.60a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player's hand. The second and third are triggered abilities that function in the exile zone. "Suspend N -- [cost]" means "If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn't use the stack," and "At the beginning of your upkeep, if this card is suspended, remove a time counter from it," and "When the last time counter is removed from this card, if it's exiled, play it without paying its mana cost if able. If you can't, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes." 702.60b A card is "suspended" if it's in the exile zone, has suspend, and has a time counter on it. 702.60c Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g. Specific Questions Q: What does suspend do? A: Suspend essentially allows you the option of paying for your spells with time instead of with mana. You can choose to cast a card with suspend N for its full cost and get the effect (or permanent) right now, or you can choose to suspend it, paying its suspend cost (which is generally smaller) and exiling it with N time counters on it. At the beginning of each of your upkeeps, you remove a time counter from the suspended card, and when all of them are gone, you cast it for free. You can suspend a card any time you could cast that particular card normally. -------------------------------------------------------------------------------- Q: I suspend a non-Instant card, and somehow the last time counter is removed during my opponent's turn or some other time when I couldn't normally cast that card. Can I cast the suspended card even though I couldn't normally cast it? A: Yes; in fact, you have to. It doesn't matter whose turn it is or what step or phase it is when the last time counter is removed; the suspend ability allows you to cast the card during the ability's resolution, no matter when that might be. Restrictions imposed by cards, such as Teferi, Mage of Zhalfir -------------------------------------------------------------------------------- Q: When can I counter a card that's been suspended? A: The action of suspending a card is a special action that cannot be responded to or countered. However, when the last time counter is removed, the card will be cast as normal. That's when it becomes counterable. -------------------------------------------------------------------------------- Q: When do I choose targets for my suspended cards? A: When the last time counter is removed and you cast them, and not before. -------------------------------------------------------------------------------- Q: Can I use cards like Stifle A: Yes. The counter-removal ability and the ability that lets you cast the card once all the counters are gone are both triggered abilities that can be countered by spells or abilities. Countering the first will delay the card by a turn, while countering the second ability will stop the card from being cast at all, stranding it in the exile zone forever. -------------------------------------------------------------------------------- Q: The last time counter is removed from my suspended card--do I have to cast it? A: If possible, yes. You have to cast the card even if you no longer want to. You committed to it when you suspended the card. -------------------------------------------------------------------------------- Q: The last time counter is removed from my suspended card, but I can't cast it. (Due to having no legal targets or a play restriction such as Teferi A: The card will be stranded in the exile zone forever. -------------------------------------------------------------------------------- Q: I suspend a creature, and it enters the battlefield a few turns later--does it have summoning sickness? A: No. Creatures that have been suspended have haste until you lose control of them, so you can use them right away. Note: If your opponents steal the creature somehow, that instance of haste will disappear forever. The creature might still have haste for some other reason, though. -------------------------------------------------------------------------------- Q: If there's a card on the battlefield that imposes an additional cost to cast spells, does that apply to cards that are being cast after being suspended? How does that affect things? A: Yes, it does apply (though it doesn't apply to suspending the card in the first place, as that's not casting a spell). If casting the suspended card involves an additional cost, you must pay that cost if able. (Remember, you committed to casting the card when you suspended it.) If you can't, the card remains exiled forever. If the additional cost includes mana, the situation is a bit more complex: if you have enough mana in your mana pool to pay the cost outright, you must do so. If you can't possibly pay the cost, the card remains exiled. However, if you have the means to produce enough mana to pay the cost, then you have a choice: you may cast the spell, produce mana, and pay the cost... or you may choose to activate no mana abilities, thus making the card impossible to cast because the additional mana can't be paid. It's up to you. -------------------------------------------------------------------------------- Q: How does suspend interact with split second? A: It generally doesn't, apart from a few isolated situations. Suspended spells cannot normally be stopped by casting a split second spell, because there is no way to get the trigger that removes the last time counter to be on the stack above the split second spell. It will always be below, because you can't cast the split second spell before the remove-counter trigger goes on the stack at the beginning of the upkeep. The three exceptions to this rule involve Deep-Sea Kraken The Timebender Nihilith Back to the Table of Contents
Vanishing
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.61. Vanishing 702.61a Vanishing is a keyword that represents three abilities. "Vanishing N" means "This permanent enters the battlefield with N time counters on it," "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it," and "When the last time counter is removed from this permanent, sacrifice it." 702.61b Vanishing without a number means "At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it" and "When the last time counter is removed from this permanent, sacrifice it." 702.61c If a permanent has multiple instances of vanishing, each works separately. Specific Questions Q: What does vanishing do? A: Vanishing is an ability that causes permanents to only remain on the battlefield a short time. A permanent with vanishing X enters the battlefield with X time counters on it. At the beginning of your upkeep, you remove a time counter from that permanent, and when the last is removed, you must sacrifice it. -------------------------------------------------------------------------------- Q: What happens if I counter the sacrifice ability when the last counter is removed? A: Your permanent with Vanishing will remain on the battlefield indefinitely. The sacrifice ability only triggers once, when the last time counter is removed. After that, it won't trigger again unless you somehow get more time counters on it. -------------------------------------------------------------------------------- Q: Isn't Vanishing just a new name for Fading? How are they different? A: Fading and Vanishing are very similar, but have a few subtle differences. Here are the main ones:
Back to the Table of Contents
Fateseal
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 701.19. Fateseal 701.19a To "fateseal N" means to look at the top N cards of an opponent's library, put any number of them on the bottom of that library in any order, and put the rest on top of that library in any order. Specific Questions Q: What does fateseal mean? A: To "fateseal N" means to look at the top N cards of an opponent's library, put any number of them on the bottom of that library in any order, and put the rest on top of that library in any order. Back to the Table of Contents
Absorb
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.62. Absorb 702.62a Absorb is a static ability. "Absorb N" means "If a source would deal damage to this creature, prevent N of that damage." 702.62b Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time. 702.62c If an object has multiple instances of absorb, each applies separately. Specific Questions Q: What does absorb do? A: Absorb is an ability that prevents damage to your creatures. If a source would deal any amount of damage to a creature with absorb X, X of that damage is prevented. -------------------------------------------------------------------------------- Q: So if I have two Lymph Sliver A: No. Lymph Sliver's reminder text isn't telling you what Absorb itself does; what it's doing is telling you what happens when every Sliver has Absorb 1, in the same way that Sidewinder Sliver Each instance of Absorb 1 on a sliver will prevent 1 damage, so if there are two Lymph Slivers on the battlefield and something tries to deal damage to a Sliver, 2 of that damage will be prevented. Three Lymph Slivers means 3 damage is prevented, and so on and so forth. Back to the Table of Contents
Aura Swap
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.63. Aura Swap 702.63a Aura swap is an activated ability of some Aura cards. "Aura swap [cost]" means "[Cost]: You may exchange this permanent with an Aura card in your hand." 702.63b If either half of the exchange can't be completed, the ability has no effect. Example: You activate the aura swap ability of an Aura. The only Aura card in your hand can't enchant the permanent that's enchanted by the Aura with aura swap. The ability has no effect. Example: You activate the aura swap ability of an Aura that you control but you don't own. The ability has no effect. Specific Questions Q: What does aura swap do? A: Aura Swap allows you to exchange an Aura on the battlefield for an Aura card in your hand by paying the aura swap cost, putting each where the other one was. -------------------------------------------------------------------------------- Q: How exactly do I work this exchange? A: As the ability resolves, you may choose an Aura card in your hand. If you don't (or can't), nothing happens. If the Aura you chose can't enchant the permanent the aura swap card is enchanting, or the aura swap card has left the battlefield, or if you don't own the aura swap card, nothing happens. But if all those hoops have been jumped through, you simultaneously switch the Aura in your hand for the aura swap permanent. The Aura that was in your hand is put onto the battlefield attached to the aura swap card was attached to. -------------------------------------------------------------------------------- Q: Is there ever a moment when both Auras (or neither) are on the battlefield? A: No. The two are switched simultaneously--there's never a moment when they're both in the same place. Back to the Table of Contents
Deathtouch
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.2. Deathtouch 702.2a Deathtouch is a static ability. 702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature's toughness. See rules 510.1c-d. 702.2c A creature with toughness greater than 0 that's been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704. 702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from. 702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch. 702.2f Multiple instances of deathtouch on the same object are redundant. Specific Questions Q: What does deathtouch do? A: If something with deathtouch deals any (nonzero) amount of damage to a creature, the damaged creature is destroyed immediately, no matter whether the damage would normally be enough to be lethal or not. -------------------------------------------------------------------------------- Q: If the damage from my deathtouch permanent is prevented, is the creature still destroyed? A: No. If the damage is prevented, it's never dealt, so deathtouch won't take effect. -------------------------------------------------------------------------------- Q: Does deathtouch target? A: No. Anything that targets will use the actual word "target", either in the rules text of the card itself or, if a keyword is involved, in the rules of the game. (And in those cases, the reminder text for the keyword will include the word "target".) Thus, since deathtouch does not use the word "target" at all, it doesn't target. -------------------------------------------------------------------------------- Q: If my deathtouch permanent deals 0 damage to a creature, does deathtouch destroy the creature? A: No. 0 damage is no damage at all. Something that's trying to deal 0 damage never actually deals any, so deathtouch doesn't apply. -------------------------------------------------------------------------------- Q: Can a creature regenerate from deathtouch damage? A: Yes. Deathtouch attempts to destroy the creature, and regeneration protects the creature from being destroyed. Note, however, that you must create the regeneration shield before the damage is actually dealt, because after the damage is dealt, deathtouch takes effect and kills things before you can do anything. Also note that you will only ever have to regenerate once to save a creature from deathtouch damage, no matter how many instances of deathtouch may be present and how much damage was dealt. -------------------------------------------------------------------------------- Q: Can deathtouch kill an indestructible creature? A: No. Deathtouch attempts to destroy the creature, and indestructible creatures can't be destroyed. -------------------------------------------------------------------------------- Q: If the source with deathtouch is removed before the damage is dealt, does that stop deathtouch from working? A: No; the only way to stop deathtouch from working would be to somehow make the source lose deathtouch before the damage is dealt. (Say, with Ovinize This is different from a triggered ability; deathtouch works because the rules of the game look to see if things have deathtouch when they're determining how damage will affect a given creature. Triggered abilities work because they're around to say they work; deathtouch works because the game goes looking for it to see what happens. Deathtouch doesn't need to actually be around to see the damage being dealt because the game goes looking for it, and if whatever's dealing the damage had deathtouch when it left the battlefield, the game will see that and make the damage work accordingly. (This is a change from how deathtouch originally worked.) Back to the Table of Contents
Delve
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.64. Delve 702.64a Delve is a static ability that functions while the spell that has delve is on the stack. "Delve" means "As an additional cost to cast this spell, you may exile any number of cards from your graveyard. Each card exiled this way reduces the cost to cast this spell by {1}." Using the delve ability follows the rules for paying additional costs in rules 601.2b and 601.2e-g. 702.64b Multiple instances of delve on the same spell are redundant. Specific Questions Q: What does delve do? A: Delve allows you to reduce the cost of your spell by exiling cards in your graveyar. As you cast a card with delve, you may choose to exile any number of cards in your graveyard. The card costs less to cast for each card exiled this way.-------------------------------------------------------------------------------- Q: Does delve affect the card's mana cost or converted mana cost? A: No; delve only reduces the amount you actually spend. The mana cost of a card (and therefore its converted mana cost) is based solely on the mana symbols that appear in the top right-hand corner of the card. (For the Future Sight timeshifted cards on which delve appears, the mana cost is on the top left, just below the name.) -------------------------------------------------------------------------------- Q: My opponent starts casting a spell with delve--can I remove cards from his graveyard to prevent him from removing them for delve? A: No. You can't do anything while another player is casting a spell or activating an ability--by the time you get a chance to do anything, the cards are already exiled and the spell has already been cast. -------------------------------------------------------------------------------- Q: Can delve reduce the amount of colored mana I pay? A: No. Delve can only reduce the colorless portion of a card's cost. -------------------------------------------------------------------------------- Q: I have some cards with mana abilities that put cards in my graveyard as a cost or side effect (by sacrificing permanents, discarding cards, whatever). Can I activate those abilites to get mana and exile the cards they put into my graveyard to reduce the cost of my delve spell? A: Yes, you can. (Even if you activate the mana abilities during the act of casting the delve spell.) You have an opportunity to activate mana abilities just before you actually pay the costs of casting the spell. If you do so, the cards will be in your graveyard when it comes time to pay costs, and therefore you'll be able to exile them for delve. -------------------------------------------------------------------------------- Q: My opponent casts something (or has something on the battlefield) that does something bad to my delve spell unless I pay mana ( Mana Leak A: No. Delve only affects the cost of actually casting the spell; it doesn't affect any costs or payments that are not a part of casting the spell. Back to the Table of Contents
Fortify
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.65. Fortify 702.65a Fortify is an activated ability of Fortification cards. "Fortify [cost]" means "[Cost]: Attach this Fortification to target land you control. Activate this ability only any time you could cast a sorcery." 702.65b For more information about Fortifications, see rule 301, "Artifacts." 702.65c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used. Specific Questions Q: What does fortify do? A: Fortify is an ability of Fortifications that allows you to attach them to a target land you control. This attachment is permanent, and a fortify ability can only be activated during your main phase, when you have priority and the stack is empty. -------------------------------------------------------------------------------- See the main Rules Q&A FAQ entry on Equipment. Basically, Fortifications are exactly the same thing, only they go onto lands instead of creatures. The Fortify keyword works exactly the same way for Fortifications as the Equip keyword does for Equipment. Back to the Table of Contents
Frenzy
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.66. Frenzy 702.66a Frenzy is a triggered ability. "Frenzy N" means "Whenever this creature attacks and isn't blocked, it gets +N/+0 until end of turn." 702.66b If a creature has multiple instances of frenzy, each triggers separately. Specific Questions Q: What does frenzy do? A: When a creature with frenzy X attacks and isn't blocked, it gets +X/+0 until the end of the turn. -------------------------------------------------------------------------------- Q: Are multiple frenzy abilities cumulative? A: Yes. All the triggers will act independently, and each will give the creature its own bonus. Back to the Table of Contents
Gravestorm
Back to the Table of Contents See also Storm, which is similar, though not identical. Comprehensive Rules entry for this keyword: Show 702.67. Gravestorm 702.67a Gravestorm is a triggered ability that functions on the stack. "Gravestorm" means "When you cast this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies." 702.67b If a spell has multiple instances of gravestorm, each triggers separately. Specific Questions Q: What does gravestorm do? A: Gravestorm makes your spells better if permanents have been put into a graveyard during the current turn. When you cast a spell with gravestorm, in addition to the original spell, you create a copy of it for each permanent that was put into any graveyard during the current turn. -------------------------------------------------------------------------------- Q: What exactly counts for gravestorm? Do cards that have been discarded count? How about cards milled? A: Gravestorm only counts permanents (cards or tokens on the battlefield) that are put into the graveyard from the battlefield. Cards being put into a graveyard from anywhere else are not permanents, and cannot count for gravestorm. -------------------------------------------------------------------------------- Q: Does making a gravestorm copy count as casting a spell? A: No. The copies are put directly onto the stack; they are not are not cast. -------------------------------------------------------------------------------- Q: How does gravestorm interact with replicate? A: It doesn't. At all. Replicate copies are never cast, so their gravestorm abilities will not trigger, and you don't cast the gravestorm copies, so you can't replicate them. (Though you could replicate the initial spell.) -------------------------------------------------------------------------------- Q: What happens if I or my opponent responds to the gravestorm ability by casting something that puts another permanent into the graveyard? Do I get another copy for that newly-dead card? A: Yes. When the gravestorm triggered ability resolves, it creates a copy for every permanent that was put into a graveyard from the battlefield this turn, no matter when exactly it did it. As long as it died this turn, gravestorm creates a copy for it. -------------------------------------------------------------------------------- Q: What happens if my opponent counters the original gravestorm spell? A: That one spell will be countered, but all the copies would still be there. Countering the original spell does nothing to the copies. -------------------------------------------------------------------------------- Q: Can gravestorm be responded to? Can it be Stifle A: Yes; gravestorm is a triggered ability, so it can be both responded to and stifled. Back to the Table of Contents
Lifelink
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.14. Lifelink 702.14a Lifelink is a static ability. 702.14b Damage dealt by a source with lifelink causes that source's controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 119.3. 702.14c If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink. 702.14d The lifelink rules function no matter what zone an object with lifelink deals damage from. 702.14e Multiple instances of lifelink on the same object are redundant. Specific Questions Q: What does lifelink do? A: Damage dealt by something with lifelink causes you to gain life in addition to whatever other effects the damage may have--this lifegain happens as the damage is dealt. -------------------------------------------------------------------------------- Q: I have an old creature that says it gives me that much life whenever it deals damage. Does this card have lifelink? A: No, it does not. When lifelink was introduced, it worked differently, and older creatures that worked that way were given errata to have it, but then they wanted to change how lifelink worked, so rather than have a whole ton of cards that didn't work the way they say they worked, they removed the errata and returned the cards to their original un-keyworded state. If you're not sure, be sure to check the Oracle text of your card; a card's Oracle text is its current, "official" wording, and overrides the printed text. (The Oracle text can be found by looking up the card in Gatherer -------------------------------------------------------------------------------- Q: Does lifelink give me life for all damage, or just combat damage? A: Lifelink takes effect no matter why or how the damage is being dealt. As long as it has lifelink, and it's dealing damage, you'll be gaining life. -------------------------------------------------------------------------------- Q: My creature with lifelink is blocked or being blocked by a creature with toughness lower than my creature's power. Do I gain life equal to my creature's power, or the opposing creature's toughness? A: You gain life equal to your creature's power. (Assuming nothing interferes and prevents some of the damage.) Creatures in Magic never "pull their punches" (in fact, nothing does). If your creature's power is 10, it will deal 10 damage in combat (and thus you will gain 10 life), no matter what the toughness of its blockers are. -------------------------------------------------------------------------------- Q: I'm being attacked, and the damage from the attacking creatures will be enough to kill me. But I have a creature with lifelink blocking, and the lifegain from it would be enough to keep me alive. Do I get the life from lifelink in time to save me? A: Yes. (Assuming the attackers aren't going to kill you with first strike or double strike damage before your lifelinker can deal any.) All (regular) combat damage is dealt at the same time, and you gain life from lifelink as the damage is dealt, so there's never a point when your life total is less than 0, so you don't die. -------------------------------------------------------------------------------- Q: If the source with lifelink is removed before the damage is dealt, does that stop lifelink from working? A: No; the only way to stop lifelink from working would be to somehow make the source lose lifelink before the damage is dealt. (Say, with Ovinize This is different than a triggered ability; lifelink works because the rules of the game look to see if things have lifelink when they're determining what the damage does. Triggered abilities work because they're around to say they work; lifelink works because the game goes looking for it to see what happens. The ability doesn't need to actually be around to see the damage being dealt because the game goes looking for it; if whatever's dealing the damage had lifelink when it left the battlefield, the game will see that and make the damage work accordingly. (This is a change from how lifelink originally worked.) Back to the Table of Contents
Poisonous
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.68. Poisonous 702.68a Poisonous is a triggered ability. "Poisonous N" means "Whenever this creature deals combat damage to a player, that player gets N poison counters." (For information about poison counters, see rule 104.3d.) 702.68b If a creature has multiple instances of poisonous, each triggers separately. Specific Questions Q: What does poisonous do? A: Whenever a permanent with poisonous X deals combat damage to a player, that player gets X poison counters. (A player with ten or more poison counters loses the game, the same way he or she would if he or she had 0 or less life.) -------------------------------------------------------------------------------- Q: If the damage from my poisonous creature is prevented, does the player still get poison counters? A: No. The poisonous ability triggers off of combat damage being dealt, and if the damage is prevented, it's never dealt. -------------------------------------------------------------------------------- Q: If my poisonous creature deals 0 damage to a player, do they get poison counters? A: No. 0 damage is no damage at all. Something that's trying to deal 0 damage never actually deals any, so poisonous won't trigger. -------------------------------------------------------------------------------- Q: If my poisonous creature also has double strike, and isn't blocked, will the defending player get poison counters twice? A: Yes. The creature will deal damage twice, so the poisonous ability will trigger twice, and your opponent will get two sets of however many poison counters the poisonous ability says he or she gets. -------------------------------------------------------------------------------- Q: Can I respond to or counter the part that makes me lose the game if I have ten or more poison counters? A: No. While you can respond to or Stifle Back to the Table of Contents
Reach
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.16. Reach 702.16a Reach is a static ability. 702.16b A creature with flying can't be blocked except by creatures with flying and/or reach. (See rule 509, "Declare Blockers Step," and rule 702.9, "Flying.") 702.16c Multiple instances of reach on the same creature are redundant. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What does reach do? A: Reach allows a creature to block creatures with flying. -------------------------------------------------------------------------------- Q: I have an old creature that says it "Can block creatures with flying" or that it "may/can block as though it had flying". Does this card have reach? A: Yes. When reach was introduced, all creatures with those abilities were given errata to have reach instead. If you're not sure, be sure to check the Oracle text of your card; a card's Oracle text is its current, "official" wording, and overrides the printed text. (The Oracle text can be found by looking up the card in Gatherer -------------------------------------------------------------------------------- Q: Can a creature with reach block a card that "can't be blocked except by creatures with flying", such as Treetop Scout A: No. (Unless it has flying as well as reach, for some reason.) Having reach does not mean the creature has flying. -------------------------------------------------------------------------------- Q: Can a creature with reach block a card that "can't be blocked by creatures with flying", such as Gnat Alley Creeper A: Yes. (Unless it has flying as well as reach, for some reason.) Having reach does not mean the creature has flying. Back to the Table of Contents
Transfigure
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.69. Transfigure 702.69a Transfigure is an activated ability. "Transfigure [cost]" means "[Cost], Sacrifice this permanent: Search your library for a creature card with the same converted mana cost as this permanent and put it onto the battlefield. Then shuffle your library. Activate this ability only any time you could cast a sorcery." Specific Questions Q: What does transfigure do? A: During your main phase, when the stack is empty and you have priority, you may sacrifice a creature with transfigure and pay its transfigure cost. If you do, you search your library for a creature card with the same converted mana cost as the sacrificed creature and put it onto the battlefield. -------------------------------------------------------------------------------- Q: What can I find with transfigure? A: You can find any creature card with the same converted mana cost as the card with transfigure. Converted mana cost is independent of color--if you transfigure Fleshwrither -------------------------------------------------------------------------------- Q: I have a card on the battlefield that turns artifacts, enchantments, or lands into creatures. Will this let me transfigure my creature for artifacts, enchantments, or lands? A: Not unless they're naturally creatures as well. If a card that does such a thing doesn't state or imply otherwise, it's talking about only permanents on the battlefield. Cards in your library won't be affected, and therefore can't be found with transfigure. Back to the Table of Contents
Shroud
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.17. Shroud 702.17a Shroud is a static ability. "Shroud" means "This permanent or player can't be the target of spells or abilities." 702.17b Multiple instances of shroud on the same permanent or player are redundant. Specific Questions Q: What does shroud do? A: A permanent or player with shroud can't be the target of spells or abilities. -------------------------------------------------------------------------------- Q: I have an old creature that says it can't be the target of spells or abilities. Does this card have shroud? A: Most probably, yes. When shroud was introduced, all old creatures with the exact same ability were given errata to have shroud instead. It's a good idea to read the card carefully, however. There are a few cards (not many, but some) with abilities that only stop them from being targeted by certain kinds of spells or abilities, such as Karplusan Strider Also note that Auras and Equipment follow the same rule; those that make the creature they're attached to completely untargetable grant shroud, while those that only protect from targeting by a specific kind of spell or ability do not. If you're not sure, be sure to check the Oracle text of your card; a card's Oracle text is its current, "official" wording, and overrides the printed text. (The Oracle text can be found by looking up the card in Gatherer -------------------------------------------------------------------------------- Q: What does shroud protect against? A: Shroud will only protect against things that specifically use the word "target", or cards with keywords that target by definition. (If a card's keyword targets by definition, it will use the word "target" in its reminder text. If it doesn't have reminder text, you can look up a card with the same ability that does to see if the ability targets.) If the spell or ability doesn't target, shroud can do nothing to stop it. For more information on targets, see the Targets and Targeting entry of the Main Rules Q&A FAQ. -------------------------------------------------------------------------------- Q: Does shroud function when the creature it's on isn't on the battlefield? (ie, Can I Zombify A: No, shroud doesn't work when the creature it's on isn't on the battlefield, so you can Zombify For an ability (any ability) to work outside of the battlefield, it has to either define a characteristic of the card (like Transguild Courier -------------------------------------------------------------------------------- Q: My permanent has an Aura or Equipment attached to it, and then it gains shroud. Will the Aura/Equipment fall off? A: No. While Aura spells on the stack and the Equip ability target, being attached to another card isn't something that targets. While you won't be able to cast Auras or Equip Equipments to a permanent with shroud, ones already on it won't fall off. Note that it is possible to put additional Auras on Equipment onto a creature with shroud, as long as you do it in a way that doesn't actually try to target the creature. -------------------------------------------------------------------------------- Q: Wait, "or player"? Players can have shroud? A: Yes. Back to the Table of Contents
Regenerate
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 701.12. Regenerate 701.12a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it's an attacking or blocking creature, remove it from combat." 701.12b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, "Regenerate [permanent]" means "Instead remove all damage marked on [permanent] and tap it. If it's an attacking or blocking creature, remove it from combat." 701.12c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can't be regenerated don't prevent such abilities from being activated or such spells from being cast; rather, they prevent regeneration shields from having any effect. Specific Questions Q: When I regenerate a creature, does that mean it comes from the graveyard back onto the battlefield? A: No. Regeneration does not reanimate dead creatures; it can only save living ones from being destroyed. Only creatures on the battlefield can be regenerated. Read on to find out how regeneration actually works. -------------------------------------------------------------------------------- Q: What is regeneration and how does it work? A: "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage from it, tap it, and (if it's in combat) remove it from combat." Note that only two things "destroy" creatures: lethal damage and spells and abilities that use the word "destroy". Anything else does not "destroy" things and cannot be stopped by regeneration. To see how regeneration works, let's look at a couple of examples: Example 1: You control a Drudge Skeletons to activate the ability of the Skeletons. This sets up a "regeneration shield" that will save the Skeletons the next time they would be destroyed. The Skeletons are then dealt 2 damage by the 2/2, which would be enough to destroy them, but since they have a regeneration shield, instead you remove all the damage from them and remove them from combat. (They're already tapped.) The 2/2 creature takes 1 point of damage: not enough to destroy it.Note that in the above example, if your opponent later deals damage to the Skeletons, they are destroyed, because the shield was used up. If you wanted to stop this, you would have to activate the ability again to put another regeneration shield on. Example 2: You control a Drudge Skeletons to activate the ability of the Skeletons. This sets up a "regeneration shield" that will save the Skeletons the next time they would be destroyed. Mortify then resolves, and tries to destroy the Skeletons. Instead, the shield gets used up, the skeletons become tapped and they get removed from combat (if they were in combat). If there had been damage on them, it would have been removed as well.-------------------------------------------------------------------------------- Q: Do Auras, Equipment, and counters fall off of the creature? Do things that would trigger off of it leaving the battlefield trigger? A: No. Regeneration replaces the act of destroying the creature with tapping it, removing damage from it, et cetera. The creature never actually leaves the battlefield, so any Auras, Equipment and counters on the creature remain there, anything that would trigger on it leaving the battlefield doesn't trigger, and any effects that were applying to it (such as Giant Growth -------------------------------------------------------------------------------- Q: When can I activate a regeneration ability? Can I cast it multiple times? A: You can activate any activated ability, including those that create regeneration shields, any time you have priority, and as many times as you can pay for it, unless the ability specifically says otherwise. Normally players will only activate regeneration abilities in response to something that would cause the shield to be used up, but you can do it at other times if you wish. Note that abilities that create regeneration shields, but aren't activated abilities (such as Duskworker -------------------------------------------------------------------------------- Q: When is a creature actually "regenerated"? Is it when I activate the ability, or when the shield is used? A: A creature isn't actually "regenerated" until the shield is used up. This is important for creatures such as Skeleton Scavengers -------------------------------------------------------------------------------- Q: Does regeneration save my creature from sacrificing, or from effects that exile it or reduce its toughness to 0? A: No. Regeneration only saves a creature from being destroyed, and none of those things are destroying the creature. If the creature would be removed from the battlefield in some way other than being destroyed, regeneration can't stop it. -------------------------------------------------------------------------------- Q: How does regeneration interact with Deathtouch? What happens when something with deathtouch deals damage to a creature that can regenerate? A: Regeneration can save a creature from deathtouch; deathtouch uses the word "destroy", so it's something regeneration can stop. -------------------------------------------------------------------------------- Q: How does regeneration interact with Wither? Can I regenerate from -1/-1 counters? A: Wither generally kills regenerators dead; regenerating won't save them and won't remove the counters accumulated thanks to wither. Wither causes -1/-1 counters to be put on the creature, and if the creature accumulates enough of them, its toughness will be 0 or less, which regeneration can't save the creature from. Back to the Table of Contents
Clash
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 701.20. Clash 701.20a To clash, a player reveals the top card of his or her library. That player may then put that card on the bottom of his or her library. 701.20b "Clash with an opponent" means "Choose an opponent. You and that opponent each clash." 701.20c A player wins a clash if that player revealed a card with a higher converted mana cost than all other cards revealed in that clash. Specific Questions Q: What does clash mean? A: To clash with another player is to have both players reveal the top card of their library, then put it on the top or bottom of their library. A player wins a clash if his card had a higher converted mana cost than any other card revealed this way. -------------------------------------------------------------------------------- Q: What happens when there's a tie? A: A player only wins a clash if his card had a higher converted mana cost than any other players' card. If there's a tie, no players' card had a higher converted mana cost, so nobody wins. -------------------------------------------------------------------------------- Q: How does clashing work in multiplayer? A: In a multiplayer game, when asked to "clash with an opponent", you choose one (and only one) opponent with which to clash, and the two of you clash in the same way that you would in a two-player game. The other players do nothing--they are not clashing. You decide which opponent to clash with during the resolution of whichever spell or ability is causing you to clash; at the time players can respond to your spell or ability, they will not know for certain who you will choose to clash with. Players cannot respond with spells or abilities in between you deciding who to clash with and the actual clash occurring. (But of course, you can't try to stop them from being able to respond by jumping ahead of yourself and telling them who you intend to choose--Magic is not a game of reflexes.) -------------------------------------------------------------------------------- Q: Something triggers when I clash. Does it count when my opponent clashes with me as well as the other way around? And does that trigger happen before or after the clash does? A: Yes, it counts no matter who caused the clash, and the trigger will happen after. Something that triggers on a particular event occurring will always happen after the event that triggered it. (It can't happen before, because it hasn't triggered yet.) -------------------------------------------------------------------------------- Q: What happens if the card I reveal has no mana cost or has an in its mana cost?A: A card with no mana cost has a converted mana cost of 0, and an in the mana cost of a card that's not being cast counts as 0. So a Blaze -------------------------------------------------------------------------------- Q: Who decides where to put their card first? Can I wait to see where my opponent puts his card after clashing before deciding where to put mine? A: Players decide where to put their revealed cards in turn order, starting with the player whose turn it currently is. (Who may or may not be the person who started the clash.) Players will know the decisions of players who chose before them when it becomes time for them to choose. Then all the cards are moved simultaneously. -------------------------------------------------------------------------------- Q: What happens if someone reveals a split card? A: Split cards have two separate converted mana costs, so something weird will happen. Let's assume you're the one who revealed the split card. Each half of the card counts separately; if one of your split card's halves has a converted mana cost higher than that of your opponent's card, you win. If your opponent's card has a higher converted mana cost than that of one of your split card's halves, he will win. So if you revealed a Dead // Gone Clear? ![]() Back to the Table of Contents
Champion
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.70. Champion 702.70a Champion represents two triggered abilities. "Champion an [object]" means "When this permanent enters the battlefield, sacrifice it unless you exile another [object] you control" and "When this permanent leaves the battlefield, return the exiled card to the battlefield under its owner's control." 702.70b The two abilities represented by champion are linked. See rule 607, "Linked Abilities." 702.70c A permanent is "championed" by another permanent if the latter exiles the former as the direct result of a champion ability. Specific Questions Q: What does champion do? A: Champion allows you to "upgrade" your creatures by essentially replacing them with bigger, stronger creatures. When a creature that says "champion a {foo}" enters the battlefield, you must sacrifice it unless you exile some other {foo} you control. That {foo} is "championed" by the creature with champion. When the creature with champion leaves the battlefield, the championed {foo} comes back onto the battlefield under its owner's control. -------------------------------------------------------------------------------- Q: I cast a creature with champion, and in response to the remove-trigger, something kills the permanent I was going to champion. What happens? A: Not much, as long as you have at least one other thing you could champion. You don't choose which permanent to champion until the champion ability actually resolves, and by the time that happens, it's too late for anyone (including you) to try to do anything about it. There's no time in between you choosing which permanent to champion and actually championing it in which anybody can do anything about it. -------------------------------------------------------------------------------- Q: Do I get the championed {foo} back if my champion creature is bounced? Exiled? Put into my library? A: Yes. You get the championed {foo} back whenever the creature with champion leaves the battlefield, no matter how it does so or where it goes when it does. -------------------------------------------------------------------------------- Q: Can I respond to the champion trigger by doing something with my creature? Say, sacrifice it to Greater Gargadon A: Absolutely. Champion's trigger works just like any other triggered ability, and can be responded to just fine by activating any abilities or casting any instants you like. -------------------------------------------------------------------------------- Q: Will using a spell or ability to remove the champion ability just as soon as my creature enters the battlefield stop me from having to champion something? Would removing it just before it left the battlefield stop me from getting the thing I championed back? A: No and yes, respectively. When something with champion enters the battlefield, by the time players get the chance to cast things that could possibly remove the champion ability, the ability has already triggered, and removing the ability won't stop the instance that has already triggered. On the other hand, removing the champion ability just before a champion creature leaves the battlefield will prevent the trigger from ever triggering, because at the time the creature leaves the battlefield, it doesn't have champion. Be careful, though, because if the creature is being removed from the battlefield as a cost to cast some spell or activate an ability, you won't get the chance to respond before the creature is already gone and the champion leaves-the-battlefield trigger has triggered and gone onto the stack. Back to the Table of Contents
Changeling
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.71. Changeling 702.71a Changeling is a characteristic-defining ability. "Changeling" means "This object is every creature type." This ability works everywhere, even outside the game. See rule 604.3. 702.71b Multiple instances of changeling on the same object are redundant. Specific Questions Q: What does changeling do? A: A creature or tribal card with changeling is all creature types at all times, no matter where it happens to be. -------------------------------------------------------------------------------- Q: Is a creature or tribal card with changeling just all races, or is it all classes as well? A: While some people see a flavor distinction between creature types that describe species (so-called "races") and creature types that describe function (so-called "classes"), as far as the rules are concerned, there is no difference whatsoever between the two--they're all just plain old creature types, no matter whether they happen to describe species or function, and a card with changeling will have them all; see the link below. -------------------------------------------------------------------------------- Q: So what types is my card with changeling? Is it a... A: Cards with changeling have all creature types; however, note that changeling doesn't give them anything that isn't a creature type. For a full listing of existing creature types, see this post--your changeling creature is all of the types listed under the bullet labeled "creature types". So if something asks your changeling if it's one of those types, it will say "yes". Note: "Artifact" is not a creature type; it is a card type. Changeling does not make the card it's on an artifact. -------------------------------------------------------------------------------- Q: All creature types? So creatures with changeling are walls? Does that mean they can't attack? A: They are walls, but that isn't going to stop them from attacking. The rule that said walls can't attack was removed more than half a decade ago--all existing walls at the time were given the defender ability instead. (Which does the same thing, but as a keyword instead of being tied to the wall creature type.) Being a Wall no longer has any special meaning according to the rules. -------------------------------------------------------------------------------- Q: So what about "Legend"? Are creatures with changeling Legends? A: No, they are not. The Legend creature type no longer exists; it was eliminated at the same time the wall rule was removed. All the creatures with that type were erratad to have the supertype "legendary" instead, which does the same thing. (Note that the legend rule was changed at that time as well, so if you hadn't heard about that, be sure to check that out as well.) -------------------------------------------------------------------------------- Q: How do creatures with changeling interact with Coat of Arms A: If a Coat of Arms is on the battlefield, a creature with changeling will get +1/+1 for every other creature on the battlefield that has at least one creature type. It will not get a bonus based on the number of creature types it has, because that's not how Coat of Arms -------------------------------------------------------------------------------- Q: How does changeling work with effects that remove abilities? A: Strangely. The Layer System, which defines how effects that interact with an objet's characteristics work, states that effects which alter creature types are applied before effects that add or remove abilities. (And removing an ability after it has already applied will do nothing.) So if you Ovinize -------------------------------------------------------------------------------- Q: I cast a card that causes a card with changeling to become a particular creature type. Is it still all creature types? A: No. When something sets something's creature type to a specific type without specifying otherwise, it removes all the object's other creature types. This doesn't mean that it loses changeling; changeling's effect is simply overwritten. This answer also applies to effects which remove all of an object's creature types. Back to the Table of Contents
Evoke
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.72. Evoke 702.72a Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast and a triggered ability that functions on the battlefield. "Evoke [cost]" means "You may cast this card by paying [cost] rather than paying its mana cost" and "When this permanent enters the battlefield, if its evoke cost was paid, its controller sacrifices it." Paying a card's evoke cost follows the rules for paying alternative costs in rules 601.2b and 601.2e-g. Specific Questions Q: What does evoke do? A: Evoke is an alternate cost that you can use to cast the card it's on. When the card enters the battlefield, (evoke appears only on permanent cards) if the evoke cost was paid, you must sacrifice the permanent. But that's okay, because all of the cards printed with evoke have triggered abilities that give you a benefit even though the creature doesn't stick around. -------------------------------------------------------------------------------- Q: Does evoke change when I can cast my spell or where I can cast it from? A: No. You're still casting the card with evoke the exact same way you would otherwise; the only difference is that you pay a different cost. -------------------------------------------------------------------------------- Q: Does evoke alter the mana cost or converted mana cost of my spell? A: No. A spell's mana cost, and thus its converted mana cost, is determined solely by what's printed in the upper right hand corner of the card, not by what you actually spent to cast the spell. -------------------------------------------------------------------------------- Q: Do effects that alter the amount a card costs to cast affect its evoke cost, too? A: Yes. Effects that alter costs are changing the amount you have to pay, not the card's mana cost; they always apply no matter whether you're paying the normal cost or the evoke cost. -------------------------------------------------------------------------------- Q: When I evoke a creature with an enters-the-battlefield ability, does the evoked creature get sacrificed first, or do I get its enters-the-battlefield ability, then sacrifice it? A: Whichever you want. You control both triggered abilities and they trigger at the exact same time, so you get to choose the order they resolve in. -------------------------------------------------------------------------------- Q: Can I respond to the sacrifice part of evoke by doing something with my creature? Say, sacrifice it to Greater Gargadon A: Absolutely. Evoke's sacrifice trigger works just like any other triggered ability, and can be responded to just fine by activating any abilities or casting any instants you like. -------------------------------------------------------------------------------- Q: If I evoke a creature, what happens if I cast Momentary Blink A: The creature will be exiled, then come back onto the battlefield. It will be considered a completely different permanent than the one that just left, and you didn't pay its evoke cost that time, so you won't have to sacrifice it. Back to the Table of Contents
Hideaway
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.73. Hideaway 702.73a Hideaway represents a static ability and a triggered ability. "Hideaway" means "This permanent enters the battlefield tapped" and "When this permanent enters the battlefield, look at the top four cards of your library. Exile one of them face down and put the rest on the bottom of your library in any order. The exiled card gains 'Any player who has controlled the permanent that exiled this card may look at this card in the exile zone.'" Specific Questions Q: What does hideaway do? A: Hideaway does two things. First, the permanent with hideaway will always enter the battlefield tapped. Second, when the permanent with hideaway enters the battlefield, you look at the top four cards of your library. You pick one and exile it face-down, then put the rest on the bottom of your library in any order. As long as the card you exiled this way remains exiled, any player who has controlled the permanent with hideaway at any point can look at it. (Anyone who hasn't, can't.) -------------------------------------------------------------------------------- Q: Is hideaway optional? A: No. You're forced to look at the top four cards of your library and exile one. If there's less than four, you look at all of them and exile one. -------------------------------------------------------------------------------- Q: If the hideaway permanent leaves the battlefield, then later comes back, will I be able to access the card that it exiled the first time? A: No. When something changes zones, it forgets all about its previous existence; the game considers the new hideaway card to be completely different from the old hideaway card. Thus, you won't be able to use the card exiled by it the first time, only the one it exiled this time. Back to the Table of Contents
Prowl
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.74. Prowl 702.74a Prowl is a static ability that functions on the stack. "Prowl [cost]" means "You may pay [cost] rather than pay this spell's mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell's creature types." Paying a spell's prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2e-g. Specific Questions Q: What does prowl do? A: Prowl is an alternate cost that allows you to pay a spell's prowl cost rather than its mana cost if you have dealt combat damage to an opponent with a creature that shares a creature type with the prowl card. -------------------------------------------------------------------------------- Q: Does prowl change when I can cast my spell or where I can cast it from? A: No. You're still casting the card with prowl the exact same way you would otherwise; the only difference is that you pay a different cost. -------------------------------------------------------------------------------- Q: Does prowl alter the mana cost or converted mana cost of my spell? A: No. A spell's mana cost, and thus its converted mana cost, is determined solely by what's printed in the upper right hand corner of the card, not by what you actually spent to cast the spell. -------------------------------------------------------------------------------- Q: Do effects that alter the amount a card costs to cast affect its prowl cost, too? A: Yes. Effects that alter costs are changing the amount you have to pay, not the card's mana cost; they always apply no matter whether you're paying the normal cost or the prowl cost. -------------------------------------------------------------------------------- Q: Do I have to cast the card for its prowl cost if I match its conditions? A: No. Paying the prowl cost rather than the mana cost is completely optional; you can pay the normal mana cost rather than the prowl cost if you wish. -------------------------------------------------------------------------------- Q: What happens if things change control or change creature types? A: All that prowl cares about is that the creature dealt damage, and that at the time it did so, you controlled it and it had a creature type that the spell with prowl currently has. If the creature's type or control has changed since it dealt the damage, that doesn't matter. If it changed before the damage was dealt, that is important and will affect whether or not you can pay prowl costs. -------------------------------------------------------------------------------- Q: Is prowl's reminder text accurate? It mentions specific creature types... A: Not entirely, no. The reminder text does mention specific creature types, but that's only done for convenience. Only the creature types that the prowl card currently has matter. For example, if you have a Conspiracy Back to the Table of Contents
Reinforce
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.75. Reinforce 702.75a Reinforce is an activated ability that functions only while the card with reinforce is in a player's hand. "Reinforce N -- [cost]" means "[Cost], Discard this card: Put N +1/+1 counters on target creature." 702.75b Although the reinforce ability can be activated only if the card is in a player's hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities. Specific Questions Q: What does reinforce do? A: Reinforce is an ability that allows you to pay some cost and discard a card with reinforce in your hand in order to put some number of +1/+1 counters on a target creature. -------------------------------------------------------------------------------- Q: Is reinforce a spell or ability? A: Reinforce is an activated ability. Back to the Table of Contents
Conspire
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.76. Conspire 702.76a Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with conspire is on the stack. The second is a triggered ability that functions while the spell with conspire is on the stack. "Conspire" means "As an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it" and "When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy." Paying a spell's conspire cost follows the rules for paying additional costs in rules 601.2b and 601.2e-g. 702.76b If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire. Specific Questions Q: What does conspire do? A: Conspire is an optional additional cost you can choose to pay when you cast the card it's on. To pay this cost, you must tap two creatures that each share a color with the spell. Once you have finished casting the spell, if you paid the Conspire cost, you get an extra copy of the spell and can choose new targets for that copy if you wish. -------------------------------------------------------------------------------- Q: Can I pay the conspire cost more than once? A: No. Conspire only allows you to pay its cost once to get one extra copy; it doesn't allow you to pay more or get more copies. If you somehow manage to get a spell that has multiple instances of conspire, you would be able to pay for each instance separately and get multiple copies that way, but you still wouldn't be able to get more than one copy per instance of conspire. -------------------------------------------------------------------------------- Q: Do the creatures I tap for conspire have to be the same color? A: No. Each creature must share at least one color with the spell you're conspiring, but the creatures don't have to be the same color or even share any colors at all with each other. If you were conspiring an AEthertow -------------------------------------------------------------------------------- Q: Conspire makes a copy, so that copy will have conspire itself--so can I conspire the copy? A: No. Conspire uses an additional cost you pay as you cast the spell, and the copies created by conspire are never actually "cast". As such, you will not be able to conspire the copies. -------------------------------------------------------------------------------- Q: Can I stop the conspire copy by countering the original spell, or vice-versa? A: No. The original spell and its copy are two completely different entities; countering one won't affect the other in any way. Back to the Table of Contents
Persist
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.77. Persist 702.77a Persist is a triggered ability. "Persist" means "When this permanent is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it." Specific Questions Q: What does persist do? A: Persist is an ability that allows your permanents (usually creatures) to come back to life after dying if they meet certain conditions. When a permanent with persist is put into your graveyard from the battlefield, if it had no -1/-1 counters on it, you return it to the battlefield with a -1/-1 counter on it. -------------------------------------------------------------------------------- Q: When persist returns the card to the battlefield, what is it? (IE, do the things that were affecting it when it left the battlefield still affect it? If it was a copy of something, is it still a copy? and so on.) A: No. When an object changes zones, it effectively becomes an entirely new object; it isn't the same thing as whatever it used to be. So if you had Giant Growth Basically, your card enters the battlefield as a "fresh" copy of whatever card it is. -------------------------------------------------------------------------------- Q: My creature has returned to the battlefield thanks to persist. Does it have summoning sickness? A: Yes. Summoning sickness will always apply if you haven't controlled a creature continuously since the beginning of your most recent turn, no matter how the creature came onto the battlefield. -------------------------------------------------------------------------------- Q: A token with persist dies. Does it come back? A: No. A token that has left the battlefield can never, ever be returned to the battlefield. -------------------------------------------------------------------------------- Q: Does my creature trigger things that look for things going to the graveyard? A: Yes. Your creature hits the graveyard, so it will trigger such abilities. What happens after that is usually irrelevant as far as those triggers are concerned. -------------------------------------------------------------------------------- Q: Can my opponent respond to persist, say by exiling my creature so it can't come back? A: Yes. Persist is a normal triggered ability, and can be responded to just like any other triggered ability. -------------------------------------------------------------------------------- Q: Multiple creatures with persist have all died at the same time. (Say, thanks to Wrath of God A: Each creature's persist ability will trigger at the same time. First, the player whose turn it is (the active player) will put all of his creatures' persist triggers onto the stack in whatever order he chooses; then, in turn order, each other player does the same. Then, all of those triggers resolve, returning one creature at a time, with chances for players to respond and things to happen in between each resolution, until all the triggers have been dealt with. -------------------------------------------------------------------------------- Q: My persist creature has some +1/+1 counters on it, and is given enough -1/-1 counters to kill it. (Either by bringing its toughness to 0 or by making the damage already on it lethal.) I know that +1/+1 counters and -1/-1 counters annihilate each other, so does my persist creature come back? A: No. Your creature dies at the same time the counters would be removed, so the game will see that it did indeed have -1/-1 counters on it just before it died, and persist won't return it. Back to the Table of Contents
Wither
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.78. Wither 702.78a Wither is a static ability. Damage dealt to a creature by a source with wither isn't marked on that creature. Rather, it causes that many -1/-1 counters to be put on that creature. See rule 119.3. 702.78b If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had wither. 702.78c The wither rules function no matter what zone an object with wither deals damage from. 702.78d Multiple instances of wither on the same object are redundant. Specific Questions Q: What does wither do? A: Wither is an ability that changes how things deal damage to creatures. Normally if something deals damage to a creature, that damage sits around and stays on the creature until the end of the turn. But damage that's dealt to a creature by something that has wither works differently; it causes that many -1/-1 counters to be put on that creature instead. These counters are regular counters in all ways, and stick around permanently; they don't get removed automatically like normal damage. -------------------------------------------------------------------------------- Q: So wither replaces dealing damage with putting on counters? A: No. Wither just causes damage to work differently than normal; it doesn't replace anything. Damage is still being dealt, you just do it by putting counters on the creatures instead of the way you normally do it. Think about it this way: normally, damage dealt to a player causes that player to lose that much life, right? The damage isn't being replaced by the life-loss--causing the player to that much lose life is what the damage does. In a similar way, dealing damage to a creature with something that has wither is defined as putting that many -1/-1 counters on that creature--that's just what the damage does. So this means that "wither damage" can be prevented or affected in just the same way that normal damage can, and things that trigger on damage being dealt, like Repercussion -------------------------------------------------------------------------------- Q: Does wither target? A: No. Anything that targets will use the actual word "target", either in the rules text of the card itself or, if a keyword is involved, in the rules of the game. (And in those cases, the reminder text for the keyword will include the word "target".) Thus, since wither does not use the word "target" at all, it doesn't target. (Note that the spell that has wither or the ability from the permanent with wither that is actually trying to deal the damage might be targeted, like Puncture Blast -------------------------------------------------------------------------------- Q: Does damage from something with wither work differently on players or planeswalkers? A: No. "Wither damage" works just the same as normal damage on players and planeswalkers; it only works differently on creatures. -------------------------------------------------------------------------------- Q: How does wither interact with Regeneration? Can my opponent regenerate from -1/-1 counters? A: Wither generally kills regenerators dead; regenerating won't save them and won't remove the counters accumulated thanks to wither. Wither causes -1/-1 counters to be put on the creature, and if the creature accumulates enough of them, its toughness will be 0 or less, which regeneration can't save the creature from. -------------------------------------------------------------------------------- Q: If the source with wither is removed before the damage is dealt, does that stop wither from working? A: No; the only way to stop wither from working would be to somehow make the source lose wither before the damage is dealt. (Say, with Ovinize This is different than a triggered ability; wither works because the rules of the game look to see if things have wither when they're determining how damage will affect a given creature. Triggered abilities work because they're around to say they work; wither works because the game goes looking for it to see what happens. Wither doesn't need to actually be around to see the damage being dealt because the game goes looking for it, and if whatever's dealing the damage had wither when it left the battlefield, the game will see that and make the damage work accordingly. Back to the Table of Contents
Retrace
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.79. Retrace 702.79a Retrace appears on some instants and sorceries. It represents a static ability that functions while the card with retrace is in a player's graveyard. "Retrace" means "You may cast this card from your graveyard by discarding a land card as an additional cost to cast it." Casting a spell using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2e-g. Specific Questions Q: What does retrace do? A: Retrace is an ability that allows you to cast spells from your graveyard instead of your hand if you discard a land in addition to paying the spell's normal costs. -------------------------------------------------------------------------------- Q: Isn't retrace just like Flashback? A: Not quite. Both retrace and flashback allow you to cast spells from your graveyard, but it's important to remember that while Flashback exiles the spell afterwards, retrace does no such thing. So while you'll only ever be able to flashback a given spell once, as long as you have the lands to fuel it you can retrace the same spell over and over and over and over... -------------------------------------------------------------------------------- Q: When can I cast a card using retrace? A: Any time you could normally cast it. Retrace doesn't change the times you can cast the card, just where you're casting it from. -------------------------------------------------------------------------------- Q: What's the mana cost and/or converted mana cost of a spell that's been cast using retrace? A: The same as it always is. The mana cost (and therefore the converted mana cost) of a card is determined by what's sitting in the top-right corner of the card, not by what you actually spend to cast the card. -------------------------------------------------------------------------------- Q: Do cards that alter the amount a spell costs to cast also alter the amount you pay when retracing a spell? A: Yes; effects that cause you to pay more or less for a spell affect the total cost of the spell and, if they don't say otherwise, affect spells no matter where you're casting them from. -------------------------------------------------------------------------------- Q: I retrace a spell, and it's countered. Where does the spell go? A: If the spell that countered it doesn't say otherwise, your retrace spell just goes back to your graveyard...where you can once again retrace it if you like. Back to the Table of Contents
Devour
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.80. Devour 702.80a Devour is a static ability. "Devour N" means "As this object enters the battlefield, you may sacrifice any number of creatures. This permanent enters the battlefield with N +1/+1 counters on it for each creature sacrificed this way." 702.80b Some objects have abilities that refer to the number of creatures the permanent devoured. "It devoured" means "sacrificed as a result of its devour ability as it entered the battlefield." Specific Questions Q: What does devour do? A: Devour is an ability that allows you to sacrifice your other creatures as the creature with Devour is coming onto the battlefield in order to make your creature with Devour stronger. -------------------------------------------------------------------------------- Q: What does the number mean? A: The number after devour is how many +1/+1 counters you put on the creature with devour for each creature you devour. If, for example, the creature has Devour 1, then it would get one +1/+1 counter for each creature it sacrificed. If it had Devour 2, it would get two +1/+1 counters for each creature you sacrificed. And so on and so forth. -------------------------------------------------------------------------------- Q: When do I decide what to devour? Can my opponent respond to my choice? A: You decide what to devour as the creature with devour is entering the battlefield. This means that by the time you decide what to devour, it's too late for your opponent to do anything--by the time they can respond, you've already sacrificed the creatures and the creature with devour is on the battlefield with counters on it. So if you cast something with devour and your opponent wants to respond, hoping to stop the devouring, they have to do it before you actually make your decision--they have to guess what it is you want to devour in advance, before you actually commit to anything. -------------------------------------------------------------------------------- Q: Does it matter how the creature with devour is coming onto the battlefield? A: No. You can devour things no matter how your creature with devour is coming onto the battlefield. -------------------------------------------------------------------------------- Q: If my creature with devour is entering the battlefield at the same time as some other creatures, can I sacrifice those other creatures to it? A: No. You devour things as the creature with devour is being put onto the battlefield, and you can only sacrifice things that are already on the battlefield. The things that are being put onto the battlefield at the same time as the creature with devour are not yet on the battlefield, so they cannot be sacrificed. -------------------------------------------------------------------------------- Q: If two creatures with devour are entering the battlefield at the same time, can I sacrifice one creature to both of them? A: No, you can only sacrifice it to one of them. If you sacrifice it to one, it will no longer be around to sacrifice to the other one. Back to the Table of Contents
Exalted
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.81. Exalted 702.81a Exalted is a triggered ability. "Exalted" means "Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn." 702.81b A creature "attacks alone" if it's the only creature declared as an attacker in a given combat phase. See rule 506.5. Specific Questions Q: What does exalted do? A: A permanent with exalted gives a bonus of +1/+1 until end of turn to any creature you control that attacks alone. (Meaning it's the only one declared as an attacker.) Note that this happens even if the thing with exalted isn't the one that's attacking. So, effectively, whenever a creature attacks alone, it's going to get +1/+1 for each permanent with exalted you control. -------------------------------------------------------------------------------- Q: Is exalted cumulative? A: Yes. Each permanent's exalted ability triggers separately and gives the attacking creature its own bonus, and those bonuses add up. -------------------------------------------------------------------------------- Q: If I attack with more than one creature, then remove all but one from combat somehow, will my lone attacker get the exalted bonus? A: No. For exalted to trigger, the creature has to be the only one declared as an attacker. If you attacked with multiple creatures, then it didn't attack alone. -------------------------------------------------------------------------------- Q: Does exalted target? A: No. Anything that targets will use the actual word "target", either in the rules text of the card itself or, if a keyword is involved, in the rules of the game. (And in those cases, the reminder text for the keyword will include the word "target".) Thus, since exalted does not use the word "target" at all, it doesn't target. -------------------------------------------------------------------------------- Q: If I attack with one creature, then somehow put more creatures onto the battlefield attacking, does my creature lose the exalted bonus? A: No. Your one creature attacked alone, so it will get the exalted bonuses. The fact that some creatures later appeared that happened to be attacking doesn't matter. -------------------------------------------------------------------------------- Q: How does exalted work in Two-Headed Giant games? A: In Two-Headed Giant, a creature attacks alone if it's the only one declared as an attacker by your entire team. If you control that creature, your exalted abilities will trigger, but your teammate's won't. Back to the Table of Contents
Unearth
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.82. Unearth 702.82a Unearth is an activated ability that functions while the card with unearth is in a graveyard. "Unearth [cost]" means "[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate this ability only any time you could cast a sorcery." Specific Questions Q: What does unearth do? A: Unearth is an ability that allows you to return your creatures from your graveyard to the battlefield for one last hurrah. The creature is returned to the battlefield and gains haste, but it's exiled at the end of the turn or if it would go anywhere else. -------------------------------------------------------------------------------- Q: When can I unearth a creature? A: You can only activate unearth abilities during your main phase when the stack is empty and you have priority. (So, basically, when you could normally cast creature cards.) -------------------------------------------------------------------------------- Q: When I unearth something, is it a spell or an ability? A: An ability. Unearth is an activated ability that returns the creature directly from your graveyard to the battlefield. There are no spells involved. -------------------------------------------------------------------------------- Q: Do cards that alter the amount a spell costs to cast also reduce the amount you pay for unearth? A: No. When you unearth something, you're activating an ability, not casting a spell, so the bonus doesn't apply. Something that alters the amount it costs to activate activated abilities, on the other hand, will affect the cost of unearthing your creatures. -------------------------------------------------------------------------------- Q: What happens if I unearth a creature, and something tries to move the card somewhere? (eg, It was Boomerang A: If the effect that's trying to move the card is trying to move it to anywhere except the exile zone, the card gets exiled instead. It can't go to your hand or your library or your graveyard--it will be exiled. Note that this doesn't stop things like Momentary Blink Back to the Table of Contents
Cascade
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.83. Cascade 702.83a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. "Cascade" means "When you cast this spell, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than this spell's converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that weren't cast on the bottom of your library in a random order." 702.83b If a spell has multiple instances of cascade, each triggers separately. Specific Questions Q: What does cascade do? A: Cascade is an ability that allows you to cast a cheaper spell from your library for free when you cast the spell it's on. When you cast a spell with Cascade, you exile cards one by one from the top of your library until you exile a nonland card that has a lower converted mana cost than the cascade spell. You may then choose to cast that card without paying its normal mana cost. Then all the exiled cards are put on the bottom of your library in a random order. -------------------------------------------------------------------------------- Q: If the spell I cast for free also has cascade, will I cascade for that card too? A: Yes. Cascade triggers when you cast the spell it's on, and you're casting the spell. (You're not paying its mana cost, but you're still casting it). -------------------------------------------------------------------------------- Q: Which resolves first, the original spell, or the one I cascaded into from my library? A: The cascade ability triggers at the time you cast the original spell, and is thus put on top of that spell on the stack. Therefore, the cascade trigger resolves before the original spell, and the spell it allows you to cast is put on top of the stack, again above the original spell. Since the stack resolves from top to bottom, this means that the spell you cascaded into will always resolve before the original spell. -------------------------------------------------------------------------------- Q: Do I have to pay any additional costs of the spell I cascade into? A: Yes. Cascade allows you to ignore the card's mana cost, but that's only the stuff in the top right-hand corner of the card. Any other costs will have to be paid as normal. In the case of optional additional costs, such as Buyback or Kicker, you can choose not to pay the additional cost--you just won't get the extra effects they provide. -------------------------------------------------------------------------------- Q: Can the spell I cascade into be countered? A: Yes. It's being cast just like any other spell, and can be countered just the same as any other spell. -------------------------------------------------------------------------------- Q: What happens if the original spell with cascade is countered? Do I still cascade? A: Yes. Cascade is a triggered ability that's triggers as you cast the spell, and once it triggers it's independent from the original spell. By the time your opponents have the chance to counter the original spell, cascade has already triggered. Countering the original spell won't stop the cascade ability. Back to the Table of Contents
Intimidate
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.12. Intimidate 702.12a Intimidate is an evasion ability. 702.12b A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, "Declare Blockers Step.") 702.12c Multiple instances of intimidate on the same creature are redundant. For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ. Specific Questions Q: What does intimidate do? A: A creature with intimidate can't be blocked except by artifact creatures and creatures that share a color with itself. -------------------------------------------------------------------------------- Q: Wait, isn't that just like fear? A: Almost, yes. Wizards liked the way fear worked, but didn't like that the color it was associated with (black) was set in stone as part of the ability, which meant that if they wanted to print creatures with that kind of ability in another color, they couldn't use the keyword itself. (Like Skirk Shaman So, rather than change how fear itself works so that they could use it as they wanted (which would have functionally altered a ton of cards) they decided to instead simply stop using fear at all, and replace it with a similar ability with similar flavor that did work the way they needed it to. Hence, intimidate. -------------------------------------------------------------------------------- Q: Does a creature have to be the exact same colors as the attacker in order to block? A: No. It just has to share at least one color with the attacker. So if the attacker is red and black, the blocking creature can be either red or black. Or both. Or red and green, or black and white, or any other combination just as long as one of the colors is either red or black. -------------------------------------------------------------------------------- Q: Can I use a color-altering spell like Prismatic Lace A: Yes. Changing your creature so that it is one of the colors of the creature with intimidate and changing the creature with intimidate so it is the same color as your own creature will both work. You just have to do it before you need to declare blockers, in the Declare Attackers step at the latest. -------------------------------------------------------------------------------- Q: If I block a creature with intimidate with an appropriately colored or artifact creature, and then my opponent alt A: Absolutely nothing. Changing creatures after they've already been declared as blockers won't do anything, even if they would no longer be able to block if you were to declare blockers now. Back to the Table of Contents
Annihilator
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.84. Annihilator 702.84a Annihilator is a triggered ability. "Annihilator N" means "Whenever this creature attacks, defending player sacrifices N permanents." 702.84b If a creature has multiple instances of annihilator, each triggers separately. Specific Questions Q: What does Annihilator do? A: When a creature with annihilator attacks, the defending player is forced to sacrifice the number of permanents specified by the number that appears after the name of the ability. -------------------------------------------------------------------------------- Q: Can I block with a creature that I sacrifice to Annihilator? A: No. Annihilator triggers during the Declare Attackers step of combat, and will resolve before the game can possibly move on to the Declare Blockers step, and therefore the sacrifices will happen before blockers can be declared. -------------------------------------------------------------------------------- Q: Who is the defending player if a planeswalker is being attacked? A: If a creature with annihilator is attacking a planeswalker, the defending player is that planeswalker's controller; he or she is the one who will sacrifice things, which might possibly include the planeswalker being attacked. (If that happens, the attacking creature remains attacking, but won't deal combat damage to anything if it isn't blocked.) -------------------------------------------------------------------------------- Q: Who is the defending player in a Two-Headed Giant game? A: The controller of the creature with annihilator will choose which of the 'heads' of the team being attacked must sacrifice permanents as the annihilator trigger is resolving. That player will sacrifice the requisite number of permanents. (Since this decision is made as the trigger is resolving, there will be no chance for players to respond in between the decision of which player must sacrifice and the sacrifice itself.) Back to the Table of Contents
Level Up
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.85. Level Up 702.85a Level up is an activated ability. "Level up [cost]" means "[Cost]: Put a level counter on this permanent. Activate this ability only any time you could cast a sorcery." 702.85b Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 710, "Leveler Cards." Specific Questions Q: What does Level up do? A: Level up is an activated ability used on special permanent cards (known colloquially as levelers). Any time you could cast a sorcery, you may pay the level up cost to put a level counter on that permanent. While these counters don't do anything on their own, the card itself will lay out some additional abilities and, for a creature, different P/T that the card will have if it has the right number of level counters on it. -------------------------------------------------------------------------------- Q: How do 'levelers' work? A: Count the number of level counters on the leveler, then match it up with the little boxes on the left-hand side of the text box. If the number of counters matches the numbers in one of those boxes, then the leveler has the abilities in the corresponding 'slice' of the text box, and if it's a creature, has the corresponding power and toughness. That's the idea in a nutshell. See the Main FAQ entry on Levelers for a full explanation. Back to the Table of Contents
Rebound
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.86. Rebound 702.86a Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. "Rebound" means "If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost." 702.86b Casting a card without paying its mana cost as the result of a rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g. 702.86c Multiple instances of rebound on the same spell are redundant. Specific Questions Q: What does rebound do? A: If you cast an instant or sorcery spell with rebound from your hand, after it's finished resolving, instead of putting it into your graveyard, you exile it. Then, at the beginning of your next upkeep, a delayed trigger goes off which allows you to cast the card without paying its mana cost. So basically, the spell 'goes off' twice. Once when you cast it initially, and a second time at the beginning of your next upkeep. -------------------------------------------------------------------------------- Q: Where does the spell go the second time it resolves, off the rebound? A: It goes to your graveyard, just like any normal spell. -------------------------------------------------------------------------------- Q: What happens if I don't want to cast the spell the second time? A: Then you can choose not to, and it remains exiled permanently. Casting the rebound card the second time is optional, but the card just stays where it is if you do that. -------------------------------------------------------------------------------- Q: What happens if the spell gets countered the first time, before it rebounds? A: Then it just goes straight to your graveyard. Rebound only works if the spell gets to finish resolving; if the spell gets countered, it never gets to that point. -------------------------------------------------------------------------------- Q: What happens if I copy a spell with rebound? Does the copy rebound too? A: No. First of all, you didn't cast the copy, least of all from your hand, so rebound would never be applicable. Second of all, even if you did so and rebound did exile the spell, it would cease to exist before your next upkeep rolled around, and the delayed trigger wouldn't be able to do anything because the copy would no longer be there. -------------------------------------------------------------------------------- Q: What if I cast the spell from my graveyard? Or from exile? Or from some other weird place? A: Then rebound doesn't apply, and does nothing. Rebound only works if the spell was cast from your hand. -------------------------------------------------------------------------------- Q: Can I get rid of a spell from the graveyard so it can't rebound? A: No. A spell with rebound does not go to the graveyard at all when it gets exiled--it goes directly from the stack to exile, no stop in the graveyard along the way. -------------------------------------------------------------------------------- Q: What happens if multiple spells will rebound on the same turn? What order do they happen in? A: All the rebound triggers go off at the same time, and you control all of them, so you choose the order in which to put them on the stack, and thus the order in which they will resolve. The spells will be cast and will resolve one at a time in whatever order you wish. Back to the Table of Contents
Totem Armor
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.87. Totem Armor 702.87a Totem armor is a static ability that appears on some Auras. "Totem armor" means "If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura." Specific Questions Q: What does Totem armor do? A: If an Aura that has Totem armor is enchanting a permanent, and for some reason that permanent would be destroyed, that doesn't happen. Instead, you remove all damage from it and destroy the totem armor Aura. The enchanted permanent survives. -------------------------------------------------------------------------------- Q: So it regenerates the permanent? A: No. Totem armor is not regeneration. While it does something similar, it's something entirely different. Things that stop regeneration will not stop totem armors from working. -------------------------------------------------------------------------------- Q: What counts as destruction? What does totem armor stop? A: Only two things work by destroying permanents: damage, and things that actually use the word 'destroy'. Anything else is not a form of destruction, and will not be stopped by a totem armor. Totem armor will only stop death due to damage or things that use the word 'destroy'. -------------------------------------------------------------------------------- Q: What if I want the permanent to be destroyed? Can I choose not to use the Armor? A: No. Totem armor's replacement effect is mandatory; you cannot choose not to use it. -------------------------------------------------------------------------------- Q: What happens if my permanent has multiple Totem armors on it? A: If something attempts to destroy the permanent, each of the Armors wants to replace that destruction at the same time. As the controller of the permanent, you choose which Aura's replacement to apply; that Aura is destroyed, and the rest of the totem armors don't do anything because there's nothing for them to do any more. -------------------------------------------------------------------------------- Q: What happens if something would destroy both the permanent and the Aura at the same time? (Like, say, Planar Cleansing A: The replacement effect from totem armor applies and saves the permanent. What used to be an instruction to "destroy both {the permanent and the aura}" becomes "destroy both {the aura and the aura}", which is basically the same thing as just destroying the aura. Note that this is different from something like Austere Command -------------------------------------------------------------------------------- Q: What happens if something would both destroy the permanent and do something based on what it looks like? Does it see the permanent with or without the armor? (For example, you cast Vendetta A: When something resolves, you follow its instructions in the order written, and totem armor's replacement happens at the same time the permanent would have been destroyed. Thus, if the other instructions occur after the destruction, then it works based on how the permanent looks without the armor, because the armor is gone by the time it checks. So in the Vendetta If the other instructions occur before the destruction, you do it before, and the armor is still there when you do. Back to the Table of Contents
Infect
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.88. Infect 702.88a Infect is a static ability. 702.88b Damage dealt to a player by a source with infect doesn't cause that player to lose life. Rather, it causes the player to get that many poison counters. See rule 119.3. 702.88c Damage dealt to a creature by a source with infect isn't marked on that creature. Rather, it causes that many -1/-1 counters to be put on that creature. See rule 119.3. 702.88d If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had infect. 702.88e The infect rules function no matter what zone an object with infect deals damage from. 702.88f Multiple instances of infect on the same object are redundant. Specific Questions Q: What does Infect do? A: Infect is an ability that changes what damage dealt by whatever it's on does. If something with infect deals damage to a creature, that damage isn't marked on the creature like regular damage, and if something with infect deals damage to a player, that damage doesn't cause that player to lose life. Instead, damage dealt to a creature by something with infect causes that many -1/-1 counters to be put on the creature, and damage dealt to a player by something with wither causes that player to gain that many poison counters. -------------------------------------------------------------------------------- Q: What do poison counters do? A: If a player has ten or more poison counters at any time, he or she loses the game, exactly the same way he or she would if they had 0 life. It doesn't matter what their life total is--if they have ten or more poison counters, they lose. -------------------------------------------------------------------------------- Q: So infect replaces dealing damage with putting on counters? A: No. Infect just causes damage to work differently than normal; it doesn't replace anything. Damage is still being dealt, you just do it by giving the creature or player counters instead of the way you normally do it. Think about it this way: normally, damage dealt to a planeswalker causes that many loyalty counters to be removed from it, right? The damage isn't being replaced by removing counters--causing the counters to be removed is what the damage does. In a similar way, dealing damage to a creature or player using something that has infect is defined as putting that many -1/-1 counters it (if it's a creature) or giving them that many poison counters (if it's a player)--that's just what the damage does. So this means that "infect damage" can be prevented or affected in just the same way that normal damage can, and things that trigger on damage being dealt, like Repercussion -------------------------------------------------------------------------------- Q: Does infect target? A: No. Anything that targets will use the actual word "target", either in the rules text of the card itself or, if a keyword is involved, in the rules of the game. (And in those cases, the reminder text for the keyword will include the word "target".) Thus, since infect does not use the word "target" at all, it doesn't target. (Note that whatever has infect that's trying to deal damage might be trying to do so with an ability that targets, but there's nothing inherent to infect itself that would make anything target that wasn't already doing so.) -------------------------------------------------------------------------------- Q: Does damage from something with infect work differently on planeswalkers? A: No. "Infect damage" works just the same as normal damage on planeswalkers; it only works differently on creatures and players. -------------------------------------------------------------------------------- Q: How does infect interact with indestructible creatures? Will infect kill off an indestructible creature? A: Infect isn't stopped by indestructibility. Being indestructible only stops two things: things that actually say 'destroy', and lethal damage. (The regular kind that gets marked on creatures and goes away before the next turn begins.) Infect causes -1/-1 counters to be put on the creature, and if the creature accumulates enough of them, its toughness will be 0 or less, which will kill the creature; this isn't being destroyed and being indestructible won't save the creature. -------------------------------------------------------------------------------- Q: How does infect interact with Regeneration? Can my opponent's creatures regenerate from -1/-1 counters? A: Infect generally kills regenerators dead; regenerating won't save them and won't remove the counters accumulated thanks to infect. Infect causes -1/-1 counters to be put on the creature, and if the creature accumulates enough of them, its toughness will be 0 or less, which regeneration can't save the creature from. -------------------------------------------------------------------------------- Q: If the source with infect is removed before the damage is dealt, does that stop infect from working? A: No; the only way to stop infect from working would be to somehow make the source lose infect before the damage is dealt. (Say, with Ovinize This is different than a triggered ability; infect works because the rules of the game look to see if things have infect when they're determining how damage will affect a given creature or player. Triggered abilities work because they're around to say they work; infect works because the game goes looking for it to see what happens. Infect doesn't need to actually be around to see the damage being dealt because the game goes looking for it, and if whatever's dealing the damage had infect when it left the battlefield, the game will see that and make the damage work accordingly. -------------------------------------------------------------------------------- Q: How do poison counters work in Two-Headed Giant? A: In Two-Headed Giant, poison counters, like life totals, are shared between the "heads" on a team. If a player receives poison counters, those counters are added to the shared poison total. If a team ever has 15 or more poison counters, they lose the game. Back to the Table of Contents
Proliferate
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 701.24. Proliferate 701.24a To proliferate means to choose any number of permanents and/or players that have a counter, then give each exactly one additional counter of a kind that permanent or player already has. 701.24b If a permanent or player chosen this way has more than one kind of counter, the player who is proliferating chooses which kind of counter to add. 701.24c To proliferate in a Two-Headed Giant game means to choose any number of permanents and/or teams that have a counter, then give each exactly one additional counter of a kind that permanent or team already has. See rule 810, "Two-Headed Giant Variant." Specific Questions Q: What does proliferate mean? A: Proliferate is a keyword action, meaning it's shorthand for an instruction that would be longer to type out on its own. To proliferate, choose any number of permanents or players that have counters on them, and then give an additional counter of the same kind to each of the permanents or players you chose. -------------------------------------------------------------------------------- Q: Does proliferating target? A: No. Anything that targets will use the actual word "target", either in the rules text of the card itself or, if a keyword is involved, in the rules of the game. (And in those cases, the reminder text for the keyword will include the word "target".) Thus, since proliferate does not use the word "target" at all, it doesn't target. You may be choosing a bunch of specific permanents or players, but that in itself is not the same thing as targeting them. The actual word "target" must be used for something to target. -------------------------------------------------------------------------------- Q: What can I give counters to when I proliferate? And how many of them can I give them to? A: You can give counters to any permanent or player as long as they already have at least one counter--if they don't have any, you can't give them any. And there's no limit to how many permanents or players you can put counters on. It doesn't matter whether the permanents are yours or your opponents. You can't choose the same permanent or player multiple times, and you can't choose things that don't have any counters already, but if there's fifty bajillion creatures out there with +1/+1 counters on them, you can put another counter on every single one if you like. -------------------------------------------------------------------------------- Q: Do I have to give something more counters if I don't want to? A: No. If you don't want to put more counters on something, you don't have to. If every creature on the battlefield has a -1/-1 counter and you proliferate, you can put additional -1/-1 counters on just your opponent's creatures if you want, leaving your own unscathed. Or you could choose not to hand out any additional counters at all. It's completely optional. -------------------------------------------------------------------------------- Q: Can my opponents do something in between me choosing what gets counters, and them actually getting those counters? A: No. Proliferating is one single action that encompasses both the choice and handing out the counters--there's no time for anyone to do anything else in between the two. By the time your opponent knows what's going to get counters, it's too late for them to do anything. Back to the Table of Contents
Battle cry
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.89. Battle Cry 702.89a Battle cry is a triggered ability. "Battle cry" means "Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn." 702.89b If a creature has multiple instances of battle cry, each triggers separately. Specific Questions Q: What does Battle cry do? A: Battle cry is a triggered ability that triggers when the creature it's on attacks. Whenever a creature with battle cry attacks, each other attacking creature gets +1/+0 until end of turn. (Note that it's each other attacker--the battle cry creature doesn't boost itself.) -------------------------------------------------------------------------------- Q: How does battle cry work in 2HG or other multiplayer formats with shared turns? A: Battle cry boosts all other attacking creatures, not just ones you control, so if you attack with a creature with battle cry, your teammates' attacking creatures will also get the bonus. Back to the Table of Contents
Living Weapon
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.90. Living Weapon 702.90a Living weapon is a triggered ability. "Living weapon" means "When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this Equipment to it." Specific Questions Q: What does Living weapon do? A: When an equipment with Living weapon enters the battlefield, you put a 0/0 black Germ creature token onto the battlefield and attach that equipment to it automatically. Normally a creature with 0 toughness would die immediately, but the equipment will have other abilities that boost the Germ's toughness so it survives. -------------------------------------------------------------------------------- Q: Can I equip the living weapon equipment to something else? A: Sure; just like any other Equipment, you can use the living weapon equipment's equip ability to attach it to something else. Note, however, that since the Germ token has 0 toughness normally, if you move the equipment to something else, it will probably die unless you can find some other way of keeping it alive. -------------------------------------------------------------------------------- Q: What happens when the Germ dies? A: The Germ token goes to the graveyard, but the equipment itself sticks around on the battlefield and you'll be able to equip it to something else later, just like any other equipment. Back to the Table of Contents
Hexproof
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.11. Hexproof 702.11a Hexproof is a static ability. 702.11b "Hexproof" on a permanent means "This permanent can't be the target of spells or abilities your opponents control." 702.11c "Hexproof" on a player means "You can't be the target of spells or abilities your opponents control." 702.11d Multiple instances of hexproof on the same permanent or player are redundant. Specific Questions Q: What does hexproof do? A: A permanent you control with hexproof can't be the target of spells or abilities your opponents control. A player with hexproof can't be the target of spells and abilities his or her opponents control. -------------------------------------------------------------------------------- Q: I have an old card that says it can't be the target of spells or abilities my opponents control, or does that to something else. Does this card have or grant hexproof? A: Probably, yes. But it's best to check the Oracle text in Gatherer When Hexproof was created, old cards with the same ability were given errata to have hexproof, and cards that granted it were too. But only cards that have or granted the exact same ability received this errata--if using hexproof would have changed the way that card functioned, the card was not issued errata. For example, the card Canopy Cover If you're not sure, be sure to check the Oracle text of your card; a card's Oracle text is its current, "official" wording, and overrides the printed text. (The Oracle text can be found by looking up the card in Gatherer -------------------------------------------------------------------------------- Q: What does hexproof protect against? A: Hexproof will only protect against things that specifically use the word "target", or cards with keywords that target by definition. (If a card's keyword targets by definition, it will use the word "target" in its reminder text. If it doesn't have reminder text, you can look up a card with the same ability that does to see if the ability targets.) If your opponent's spell or ability doesn't target, hexproof can do nothing to stop it. For more information on targets, see the Targets and Targeting entry of the Main Rules Q&A FAQ. -------------------------------------------------------------------------------- Q: Does hexproof function when the creature it's on isn't on the battlefield? (ie, Can my opponent Rise from the Grave A: No, hexproof doesn't work when the card it's on isn't on the battlefield, so your opponent can Rise from the Grave For an ability (any ability) to work outside of the battlefield, it has to either define a characteristic of the card (like Transguild Courier -------------------------------------------------------------------------------- Q: My permanent has an Aura controlled by my opponent attached to it, and then it gains hexproof. Will the Aura fall off? A: No. While Aura spells on the stack target, being attached to another card isn't something that targets. While your opponent won't be able to cast Auras on a permanent that has hexproof, Auras already on a permanent won't fall off if you if you grant it hexproof. Note that it is possible for your opponent to put Auras onto something with hexproof, as long as they do it in a way that doesn't actually try to target the creature. -------------------------------------------------------------------------------- Q: Wait, "or player"? Players can have hexproof? A: Yes. Back to the Table of Contents
Fight
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 701.10. Fight 701.10a A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature. 701.10b If a creature instructed to fight is no longer on the battlefield or is no longer a creature, no damage is dealt. If a creature is an illegal target for a resolving spell or ability that instructs it to fight, no damage is dealt. 701.10c If a creature fights itself, it deals damage equal to its power to itself twice. 701.10d The damage dealt when a creature fights isn't combat damage. Specific Questions Q: What does fight mean? A: Pretty simple: when two creatures fight, each of them deals damage equal to its power to the other creature. -------------------------------------------------------------------------------- Q: Is this combat damage? A: No. Only the damage dealt by attacking and blocking creatures as part of the process of attacking and blocking is combat damage. Anything else, even damage from a fight, is not "combat damage". -------------------------------------------------------------------------------- Q: What happens if one of the creatures that's supposed to fight isn't on the battlefield or isn't a creature when the fight is supposed to happen? A: Then nothing happens. A fight can only happen if both creatures are around for it. -------------------------------------------------------------------------------- Q: I have an older card that seems to do something similar to fighting. Does this card involve fighting? A: Possibly. When fighting was introduced, older cards that did the exact same thing were given errata to use it. However, there were many older cards that did something similar but not quite the same, and those cards weren't given errata. Mostly this involved the damage not being simultaneous--on many of those old cards, one creature would deal damage before the other one did. For example, Contested Cliffs Back to the Table of Contents
Transform
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 701.25. Transform 701.25a Only permanents represented by double-faced cards can transform. (See rule 711, "Double-Faced Cards.") If a spell or ability instructs a player to transform any permanent that isn't represented by a double-faced card, nothing happens. 701.25b To transform a permanent, turn it over so that its other face is up. 701.25c Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won't trigger when that permanent transforms, and so on. Specific Questions Q: What does transform mean? A: Transforming is how a double-faced card changes from using one face to using the other. To transform a double-faced card, turn it over so the other face is up. (If it's in an opaque sleeve, you may have to take it out of the sleeve to do this.) -------------------------------------------------------------------------------- Q: Can cards that aren't double-faced transform? A: No. If something instructs a card that isn't double-faced to transform, nothing happens. -------------------------------------------------------------------------------- Q: Is transforming the same thing as being "turned face down" or "turned face up"? A: No. You might use the same physical action when doing one or the other, but as far as the game is concerned they're completely different things. Back to the Table of Contents
Undying
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.91. Undying 702.91a Undying is a triggered ability. "Undying" means "When this permanent is put into a graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it." Specific Questions Q: What does undying do? A: Undying is an ability that allows your creatures to come back to life after dying if they meet certain conditions. When a creature with persist is put into your graveyard from the battlefield, if it had no +1/+1 counters on it, you return it to the battlefield with a +1/+1 counter on it. -------------------------------------------------------------------------------- Q: When undying returns the card to the battlefield, is it still the same creature? (IE, do the things that were affecting it when it left the battlefield still affect it? If it was a copy of something, is it still a copy? And so on.) A: No. When an object changes zones, it effectively becomes an entirely new object; it isn't the same thing as whatever it used to be. So if you had Giant Growth Basically, your card enters the battlefield as a "fresh" copy of whatever card it is. -------------------------------------------------------------------------------- Q: My creature has returned to the battlefield thanks to undying. Does it have summoning sickness? A: Yes. Summoning sickness will always apply if you haven't controlled a creature continuously since the beginning of your most recent turn, no matter how the creature came onto the battlefield. -------------------------------------------------------------------------------- Q: A token with undying dies. Does it come back? A: No. A token that has left the battlefield can never, ever be returned to the battlefield. -------------------------------------------------------------------------------- Q: Does my creature trigger things that look for things dying or going to the graveyard? A: Yes. Your creature hits the graveyard, so it will trigger such abilities. What happens after that is usually irrelevant as far as those triggers are concerned. -------------------------------------------------------------------------------- Q: Can my opponent respond to undying, say by exiling my creature so it can't come back? A: Yes. Undying is a normal triggered ability, and can be responded to just like any other triggered ability. If the card is removed from your graveyard before the undying trigger resolves, the trigger won't do anything. -------------------------------------------------------------------------------- Q: Multiple creatures with undying have all died at the same time. (Say, thanks to Day of Judgment A: Each creature's undying ability will trigger at the same time. First, the player whose turn it is (the active player) will put all of his creatures' undying triggers onto the stack in whatever order he or she chooses; then, in turn order, each other player does the same. Then, all of those triggers resolve one by one, returning one creature at a time, with chances for players to respond and things to happen in between each resolution, until all the triggers have been dealt with. -------------------------------------------------------------------------------- Q: My undying creature has some +1/+1 counters on it, and is given enough -1/-1 counters to kill it. (Either by bringing its toughness to 0 or by making the damage already on it lethal.) I know that +1/+1 counters and -1/-1 counters annihilate each other, so does my undying creature come back? A: No. Your creature dies at the same time the counters would be removed, so the game will see that it did indeed have +1/+1 counters on it just before it died, and undying won't return it. Back to the Table of Contents
Miracle
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.92. Miracle 702.92a Miracle is a static ability linked to a triggered ability (see rule 603.10). "Miracle [cost]" means "You may reveal this card from your hand as you draw it if it's the first card you've drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost." 702.92b If a player chooses to reveal a card using its miracle ability, he or she plays with that card revealed until that card leaves his or her hand, that ability resolves, or that ability otherwise leaves the stack. Specific Questions Q: What does miracle do? A: Miracle is an ability that allows you to cast your spell for a different (greatly reduced) cost when you first draw it, provided that it's the first card you drew this turn. Reveal the card as you draw it, and you get to cast it for its miracle cost. -------------------------------------------------------------------------------- Q: Do I have to reveal and cast the miracle card if I don't want to? A: No; if you don't want to cast it right now, you don't have to. Just finish putting it into your hand like you would any other drawn card. -------------------------------------------------------------------------------- Q: Can I wait and cast the card for its miracle cost later? A: No. You either reveal it right as you draw it and cast it as soon as the miracle trigger resolves, or you don't get to cast it for its miracle cost at all. You cannot wait to reveal it, and you cannot wait to cast it once you've revealed it. It's now or not at all--if you want to wait, you're going to have to pay its normal cost. -------------------------------------------------------------------------------- Q: Can I cast any card I draw for its miracle cost? A: No. In order for you to use the miracle ability, the card you're drawing needs to be the first card you've drawn during the current turn. If you've already drawn other cards before the miracle, it's not the first card you've drawn this turn, so you can't cast it for its miracle cost. -------------------------------------------------------------------------------- Q: If I draw a miracle card during my opponent's turn, can I cast it? What if it's a sorcery? A: It doesn't matter whose turn it is or whether the card is an instant or a sorcery. If it's the first card you've drawn during the current turn, you can reveal it and cast it for its miracle cost. -------------------------------------------------------------------------------- Q: What happens if I accidentally mix the miracle card in with the other cards in my hand before I reveal it? A: Too bad for you--you don't get a miracle. It's very important to reveal the card before it gets mixed in with the other cards in your hand; if you don't do that, then it's too late. This is so your opponent can be sure that the card you're casting is indeed the one you just drew and not some other card that was already in your hand. -------------------------------------------------------------------------------- Q: Can my opponent respond and do something before I can cast the miracle card? A: Yes. Miracle works using a triggered ability, and that triggered ability can be responded to just like any other normal triggered ability. It's when that trigger resolves that you get to cast your miracle card--if your opponent responds to the trigger, his spell or ability will resolve before you get to cast your miracle. -------------------------------------------------------------------------------- Q: What happens if the miracle card leaves my hand before the miracle trigger resolves? A: Then too bad--you can't cast it. When the triggered ability resolves, you won't be able to cast the card because it's no longer in your hand. No miracle for you. -------------------------------------------------------------------------------- Q: I cast something like Blue Sun's Zenith A: When you're drawing multiple cards, you do so sequentially, one after the other. Only the first one will be eligible for casting as a miracle. (And then only if you haven't already drawn any cards this turn.) If that first card is a miracle (and you haven't drawn other cards this turn), you may reveal it as you draw it--before you draw any more cards. Then you keep drawing cards and finish resolving the spell or ability. Once the spell or ability has resolved completely, the miracle triggered ability goes onto the stack; when it resolves, you'll be able to cast your miracle. -------------------------------------------------------------------------------- Q: I use a card like Merfolk Looter A: No. You need to finish resolving the ability before the miracle trigger goes onto the stack, and by that time, the miracle card has already been discarded and is in the graveyard. No miracle for you. Back to the Table of Contents
Soulbond
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.93. Soulbond 702.93a. Soulbond is a keyword that represents two triggered abilities. "Soulbond" means "When this creature enters the battlefield, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control" and "Whenever another creature enters the battlefield under your control, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control." 702.93b A creature becomes "paired" with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An "unpaired" creature is one that is not paired. 702.93c When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired. 702.93d A creature can be paired with only one other creature. 702.93e A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it's paired with; it or the creature it's paired with stops being a creature; or it or the creature it's paired with leaves the battlefield. Specific Questions Q: What does soulbond do? A: Soulbond allows you to "pair" your soulbond creature with another creature you control, which will grant both creatures some sort of benefit. The nature of that benefit depends on the cards in question--some soulbonders grant abilities, some grant bonuses to power and toughness, and so on. -------------------------------------------------------------------------------- Q: What does it mean for two creatures to be paired? A: It means that for the purposes of abilities that ask whether or not they're paired, they are. It does pretty much nothing more than that--the two creatures are still completely independent of each other in every way. -------------------------------------------------------------------------------- Q: When can I pair my soulbond creature with another creature? A: When either one of them enters the battlefield. If you already control any unpaired creatures and a soulbond creature enters the battlefield under your control, you can pair the soulbonder with any of those unpaired creatures. Or, if you already control a soulbond creature and another creature enters the battlefield under your control, you can pair the soulbonder with the new creature. (In order for this to happen, neither the soulbonder nor the other creature can be paired already.) (This answer is skimming over some details for the sake of brevity and clarity.) -------------------------------------------------------------------------------- Q: How can two creatures be "un-paired"? A: A pairing is broken immediately if both creatures don't remain on the battlefield under your control. If one of them leaves the battlefield or if another player gains control of one of them, the pairing is permanently broken; neither creature is paired any more. If nothing happens to break the pairing, the creatures will remain paired permanently. -------------------------------------------------------------------------------- Q: I paired two of my creatures together, but now I want to pair one of them with something else. Can I do that? A: Only if you find some way to break the existing pairing first. You can't choose to break an existing pairing just because you want to; there needs to be a reason for it to break--either one of the creatures must leave the battlefield or you must lose control of one of them. -------------------------------------------------------------------------------- Q: How many other creatures can my creature be paired to? A: One. A creature may only be paired with one other creature. -------------------------------------------------------------------------------- Q: Can I pair two soulbond creatures together? A: Certainly; each of them will receive the bonuses from both creatures. Back to the Table of Contents
Detain
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 701.26. Detain 701.26a Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can't attack or block and its activated abilities can't be activated. Specific Questions Q: What does detaining something do? A: If you detain a permanent, then until the beginning of your next turn, that permanent can't attack or block (if it's a creature), and its activated abilities can't be activated. -------------------------------------------------------------------------------- Q: What abilities does detain stop? A: Detain stops the permanent's activated abilities from being used. Activated abilities are always written with a colon in the form "{Cost}: {Effect}" Other abilities of the permanent, including triggered abilities and static abilities, aren't hindered by detain and will still function. -------------------------------------------------------------------------------- Q: Can I detain something to stop it if it's already attacking or blocking or to counter its ability? A: No. If a permanent is already attacking or blocking, detaining it won't remove it from combat, and detaining a permanent won't counter or otherwise stop an ability that has already been activated. -------------------------------------------------------------------------------- Q: If a noncreature is detained, and then it turns into a creature, can it attack or block? A: No. -------------------------------------------------------------------------------- Q: In a multiplayer game, an opponent detains one of my permanents, then leaves the game. Is my permanent detained indefinitely? A: No; your permanent will remain detained only until that player's next turn would have begun. Back to the Table of Contents
Populate
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 701.27. Populate 701.27a To populate means to choose a creature token you control and put a token onto the battlefield that's a copy of that creature token. 701.27b If you control no creature tokens when instructed to populate, you won't put a token onto the battlefield. Specific Questions Q: What does populating mean? A: To populate, choose a creature token you control, and put a token onto the battlefield that's a copy of that token. -------------------------------------------------------------------------------- Q: Does populating target the token I copy? A: No; populating doesn't target anything. You only choose what to copy when you follow the instruction to populate. -------------------------------------------------------------------------------- Q: I copy a token that has counters or Auras, or Equipment on it. Are those effects also copied? A: No. The only things that copy effects will copy are what's "written" on the thing they're copying (in this case, the base characteristics of the token as laid out by whatever created it) and other copy effects. Other effects like counters, Auras, and Equipment, are not copied. -------------------------------------------------------------------------------- Q: What happens if I populate when I don't control a creature token? A: If you don't control any creature tokens when instructed to populate, populating does nothing. Back to the Table of Contents
Overload
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.94. Overload 702.94a Overload is a keyword that represents two static abilities: one that functions from any zone in which the spell with overload can be cast and another that functions while the card is on the stack. Overload [cost] means "You may choose to pay [cost] rather than pay this spell's mana cost" and "If you chose to pay this spell's overload cost, change its text by replacing all instances of the word 'target' with the word 'each.'" Using the overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g. 702.94b If a player chooses to pay the overload cost of a spell, that spell won't require any targets. It may affect objects that couldn't be chosen as legal targets if the spell were cast without its overload cost being paid. 702.94c Overload's second ability creates a text-changing effect. See rule 612, "Text-Changing Effects." Specific Questions Q: What does overload do? A: When you're casting a spell with overload, you can choose to pay its overload cost rather than its normal mana cost. If you do, any instances of the word "target" in its text are replaced with the word "each". So, for example, a spell like Vandalblast -------------------------------------------------------------------------------- Q: Does an overloaded spell still target? A: No; if a spell has been overloaded, it doesn't target anything anymore. -------------------------------------------------------------------------------- Q: Does overload change when you can cast the spell? A: No; it only changes what you pay and what the spell does. -------------------------------------------------------------------------------- Q: Does overloading a spell change its mana cost or converted mana cost? A: No; the actual mana cost (and converted mana cost) of the spell doesn't change, just what you have to pay to cast it. -------------------------------------------------------------------------------- Q: If I'm casting an overload spell "without paying its mana cost", can I overload it? A: No. You overload a spell by paying its overload cost instead of its mana cost--if you're never given the chance to pay the mana cost, you never get the opportunity to pay the overload cost instead. Back to the Table of Contents
Scavenge
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.95. Scavenge 702.95a Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. "Scavenge [cost]" means "[Cost], Exile this card from your graveyard: Put a number of +1/+1 counters equal to the power of the card you exiled on target creature. Activate this ability only any time you could cast a sorcery." Specific Questions Q: What does scavenge do? A: If a creature card with scavenge is in your graveyard, any time you could cast a sorcery you may pay its scavenge cost and exile it. If you do, you put a number of +1/+1 counters on a target creature equal to the exiled creature card's power. -------------------------------------------------------------------------------- Q: What kind of ability is scavenge? A: Scavenge is an activated ability of the card in your graveyard. This means that it can be stopped with cards like Pithing Needle -------------------------------------------------------------------------------- Q: My opponent scavenges a card from his graveyard. Can I exile it to stop the ability? A: No, because the card is already exiled. Exiling the card is one of the costs of activating the ability in the first place; if your opponent has activated the ability, the card is already exiled. Back to the Table of Contents
Unleash
Back to the Table of Contents Comprehensive Rules entry for this keyword: Show 702.96. Unleash 702.96a Unleash is a keyword that represents two static abilities. "Unleash" means "You may have this permanent enter the battlefield with an additional +1/+1 counter on it" and "This permanent can't block as long as it has a +1/+1 counter on it." Specific Questions Q: What does unleash mean? A: Unleash allows you to choose to have the creature it's on enter the battlefield with an extra +1/+1 counter on it. But be careful if you do, because a creature with unleash that has a +1/+1 counter on it can't block. -------------------------------------------------------------------------------- Q: Can I do something after a creature with unleash enters the battlefield, but before it gets a counter? A: No. The creature enters the battlefield with the counter already on it. There's no time when it's on the battlefield but doesn't have the counter yet. -------------------------------------------------------------------------------- Q: Will any +1/+1 counter stop an unleash creature from blocking, or just the one from unleash? A: A creature with unleash can't block if it has any +1/+1 counters on it at all; it doesn't matter where those counters came from. -------------------------------------------------------------------------------- Q: When do I decide whether or not to unleash a creature? A: As it's entering the battlefield. This means that there's no chance for anyone to do anything in between you making the decision to unleash your creature and it actually entering the battlefield--by the time they know whether or not it will be unleashed, it's too late. (This doesn't mean you can jump the gun to stop them from doing anything, though--Magic's not a game of reflexes.) Back to the Table of Contents
Post Your Reply
Please login to post a reply.
Jump Menu:
Viewing this thread :: 0 registered and 1 guest
No registered users viewing
|