Ïîëíûå ïðàâèëà Magic: the Gathering
( Comprehensive rules )


Áàçîâûå ïðàâèëà Contents Glossary

7.  Additional Rules

702.  Keyword Abilities


702.1  Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a "keyword"; sometimes reminder text summarizes the game rule.

702.1a  If an effect refers to a "[keyword ability] cost," it refers only to the variable costs for that keyword.

Example: Varolz, the Scar-Striped has the following ability: "Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost."A creature card’s scavenge cost is an amount of mana equal to its mana cost, and the activation cost of the scavenge ability is that amount of mana plus "Exile this card from your graveyard."

702.1b  An effect that grants an object a keyword ability may define a variable in that abilitybased on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated.

Example: Volcano Hellion has the ability "Volcano Hellion has echo X, where X is your life total." If your life total is 10 when Volcano Hellion’s echo ability triggers but 5 when it resolves, the echo cost to pay is 5.

Example: Fire//Ice is a split card whose halves have the associated mana costs 1R and 1U. Past in Flames reads "Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost." Fire//Ice has "Flashback 2UR" while it is in your graveyard, but if you choose to cast Fire, the resulting spell has "Flashback 1R."

702.2    Deathtouch

702.2a  Deathtouch is a static ability.

702.2bA 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.

702.2c  Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creature’s toughness. See rules 510.1c–d.

702.2dThe 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.

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.

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.

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 aboutAuras, 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.

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.

702.7    First Strike

702.7a  First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, "Combat Damage Step.")

702.7b  If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) 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.

702.7c  Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t precludethat creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).

702.7d  Multiple instances of first strike on the same creature are redundant.

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.

702.9    Flying

702.9a  Flying is an evasion ability.

702.9b  A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, "Declare Blockers Step," and rule 702.17, "Reach.")

702.9c  Multiple instances of flying on the same creature are redundant.

702.10    Haste

702.10a  Haste is a static ability.

702.10b  If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since his or her most recent turn began. (See rule 302.6.)

702.10c  If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since his or her most recent turn began. (See rule 302.6.)

702.10d  Multiple instances of haste on the same creature are redundant.

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.

702.12    Indestructible

702.12a  Indestructible is a static ability.

702.12b  A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).

702.12c  Multiple instances of indestructible on the same permanent are redundant.

702.13    Intimidate

702.13a  Intimidate is an evasion ability.

702.13b  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.")

702.13c  Multiple instances of intimidate on the same creature are redundant.

702.14    Landwalk

702.14a  Landwalk is a generic term that appears within an object’s rules text as "[type]walk," where [type] is usually a subtype, but can be the card type land, any land type, any supertype, or any combination thereof.

702.14b  Landwalk is an evasion ability.

702.14c  A creature with landwalkcan’t be blockedas long as the defending player controls at least one land with the specified subtype (as in "islandwalk"), with the specified supertype (as in "legendary landwalk"), without the specified supertype (as in "nonbasiclandwalk"), or with both the specified supertype and the specified subtype (as in "snow swampwalk"). (See rule 509, "Declare Blockers Step.")

702.14d  Landwalk abilities don’t "cancel" one another.

Example: If a player controls a snow Forest, that player can’t block an attacking creature with snow forestwalk even if he or she also controls a creature with snow forestwalk.

702.14e  Multiple instances of the same kind of landwalk on the same creature are redundant.

702.15    Lifelink

702.15a  Lifelink is a static ability.

702.15b  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.

702.15c  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.

702.15dThe lifelink rules function no matter what zone an object with lifelink deals damage from.

702.15e  If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rule 118.9).

Example: A player controls Ajani’s Pridemate, which reads "Whenever you gain life, you may put a +1/+1 counter on Ajani’s Pridemate," and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani’s Pridemate’s ability triggers twice.


702.15fMultiple instances of lifelink on the same object are redundant.

702.16    Protection

702.16a  Protection is a static ability, written "Protection from [quality]." This quality is usually a color (as in "protection from black") but can be any characteristic value. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.

702.16b  A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality.

702.16c  A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, "State-Based Actions.")

702.16d  A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, "State-Based Actions.")

702.16e  Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.

702.16f  Attacking creatures with protection can’t be blocked by creatures that have the stated quality.

702.16g  "Protection from [quality A] and from [quality B]" is shorthand for "protection from [quality A]" and "protection from [quality B]"; it behaves as two separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B].

702.16h  "Protection from all [characteristic]" is shorthand for "protection from [quality A],""protection from [quality B]," and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B], [quality C], and so on.

702.16i  "Protection from everything" is a variant of the protection ability. A permanent with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent can’t be targeted by spells or abilities, enchanted by Auras, equipped by Equipment, fortified by Fortifications, or blocked by creatures, and all damage that would be dealt to it is prevented.

702.16j  "Protection from [a player]" is a variant of the protection ability. A permanent with protection from a specific player has protection from each object the player controls and protection from each object the player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent can’t be targeted by spells or abilities the player controls, enchanted by Auras the player controls, equipped by Equipment the player controls, fortified by Fortifications the player controls, or blocked by creatures the player controls, and all damage that would be dealt to it by sources controlled by the player or owned by the player but not controlled by another player is prevented.

702.16k  Multiple instances of protection from the same quality on the same permanent or player are redundant.

702.16m  Some Auras both give the enchanted creature protection and say"this effect doesn’t remove" either that specific Aura or all Auras. This means that the specified Auras can legally enchant that creature and aren’t put into their owners’ graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.

702.17    Reach

702.17a  Reach is a static ability.

702.17b  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.")

702.17c  Multiple instances of reach on the same creature are redundant.

702.18    Shroud

702.18a  Shroud is a static ability. "Shroud" means "This permanent or player can’t be the target of spells or abilities."

702.18b  Multiple instances of shroud on the same permanent or player are redundant.

702.19    Trample

702.19a  Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, "Combat Damage Step.")

702.19b  The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking.

Example: A 2/2 creature that can block an additional creature blocks two attackers: a 1/1 with no abilities and a 3/3 with trample. The active player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample.

Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature’s controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker’s protection ability. The attacking creature’s controller can divide the rest of the damage as he or she chooses between the blocking creature and the defending player.

702.19c  If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned, all its damage is assigned to the player or planeswalker it’s attacking.

702.19d  If a creature with trample is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty.

702.19e  Multiple instances of trample on the same creature are redundant.

702.20    Vigilance

702.20a  Vigilance is a static ability that modifies the rules for the declare attackers step.

702.20b  Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, "Declare Attackers Step.")

702.20c  Multiple instances of vigilance on the same creature are redundant.

702.21    Banding

702.21a  Banding is a static ability that modifies the rules for combat.

702.21b  "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.

702.21c  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 702.21j.)

702.21d  All creatures in an attacking band must attack the same player or planeswalker.

702.21e  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.

702.21f  An attacking creature that’s removed from combat is also removed from the band it was in.

702.21g  Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.

702.21h  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).

702.21i  If one member of a band would become blocked due to an effect, the entire band becomes blocked.

702.21j  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.

702.21k  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.

702.21m  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.

702.22    Rampage

702.22a  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.")

702.22b  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.

702.22c  If a creature has multiple instances of rampage, each triggers separately.

702.23    Cumulative Upkeep

702.23a  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 WWW, WWU, WUU, or UUU to keep the creature on the battlefield.

Example: A creature has "Cumulative upkeepSacrifice 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.

702.23b  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 has no age counters, and 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.

702.24    Flanking

702.24a  Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, "Declare Blockers Step.") "Flanking" means "Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn."

702.24b  If a creature has multiple instances of flanking, each triggers separately.

702.25    Phasing

702.25a  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."

702.25b  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. A permanent that phases out is removed from combat. (See rule 506.4.)

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 a spell that says"Destroy all creatures." The phased-out creature is not destroyed.

702.25c  If a permanent phases in, its status changes to "phased in." The game once again treats it as though it exists.

702.25d  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. Tokens continue to exist on the battlefield while phased 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.

702.25e  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.

702.25f  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.

702.25g  If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.

702.25h  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 704.5m and 704.5n.)

702.25i  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.

702.25j  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.

702.25kIf an effect causes a player to skip his or her untap step, the phasing event simply doesn’t occur that turn.

702.25mMultiple instances of phasing on the same permanent are redundant.

702.26    Buyback

702.26a  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 601.2f–h.

702.27    Shadow

702.27a  Shadow is an evasion ability.

702.27b  A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, "Declare Blockers Step.")

702.27c  Multiple instances of shadow on the same creature are redundant.

702.28    Cycling

702.28a  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."

702.28b  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.

702.28c  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 an activation cost of a cycling ability." These abilities trigger from whatever zone the card winds up in after it’s cycled.

702.28d  Some cards have abilities that trigger whenever a player "cycles or discards" a card. These abilities trigger only once when a card is cycled.

702.28eTypecycling 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").

702.28fTypecycling 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 an activation cost of atypecyclingability. 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. Any effect that looks for a card with cycling will find a card with typecycling.

702.29    Echo

702.29a  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]."

702.29b  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.

702.30    Horsemanship

702.30a  Horsemanship is an evasion ability.

702.30b  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.")

702.30c  Multiple instances of horsemanship on the same creature are redundant.

702.31    Fading

702.31a  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."

702.32    Kicker

702.32a  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 601.2f–h.

702.32b  The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]."

702.32c  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.

702.32d  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.

702.32e  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."

702.32f  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.

702.32g  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.

702.33    Flashback

702.33a  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 another 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 601.2f–h.

702.34    Madness

702.34a  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 exiles 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."

702.34b  Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.

702.34c  After resolving a madness triggered ability, if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7i.

702.35    Fear

702.35a  Fear is an evasion ability.

702.35b  A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, "Declare Blockers Step.")

702.35c  Multiple instances of fear on the same creature are redundant.

702.36    Morph

702.36a  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, and no mana cost by paying 3 rather than paying its mana cost." (See rule 707, "Face-Down Spells and Permanents.")

702.36bMegamorph is a variant of the morph ability. "Megamorph [cost]" means "You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying 3 rather than paying its mana cost" and "As this permanent is turned face up, put a +1/+1 counter on it if its megamorph cost was paid to turn it face up." A megamorph cost is a morph cost.

702.36cTo cast a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature cardwith no text, no name, no subtypes, 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 a morph ability 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.

702.36dYou can’t normally cast a card face down. A morph ability allows you to do so.

702.36eAny timeyou have priority, you may turn a face-down permanent you control with a morph ability 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.

702.36f  If a permanent’s morph cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the morph special action was taken.

702.36g  See rule 707, "Face-Down Spells and Permanents," for more information about how to cast cards with a morph ability.

702.37    Amplify

702.37a  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."

702.37b  If a creature has multiple instances of amplify, each one works separately.

702.38    Provoke

702.38a  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."

702.38b  If a creature has multiple instances of provoke, each triggers separately.

702.39    Storm

702.39a  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."

702.39b  If a spell has multiple instances of storm, each triggers separately.

702.40    Affinity

702.40a  Affinity is a static ability that functions while the spell with affinity is on the stack. "Affinity for [text]" means "This spell costs you 1 less to cast for each [text] you control."

702.40bIf a spell has multiple instances of affinity, each of them applies.

702.41    Entwine

702.41a  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 601.2f–h.

702.41b  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.

702.42    Modular

702.42a  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."

702.42b  If a creature has multiple instances of modular, each one works separately.

702.43    Sunburst

702.43a  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."

702.43b  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.

702.43c  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 "ModularSunburst" 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."

702.43d  If an object has multiple instances of sunburst, each one works separately.

702.44    Bushido

702.44a  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.")

702.44b  If a creature has multiple instances of bushido, each triggers separately.

702.45    Soulshift

702.45a  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."

702.45b  If a permanent has multiple instances of soulshift, each triggers separately.

702.46    Splice

702.46a  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 601.2f–h.

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.

702.46b  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.

702.46c  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.

702.46d  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.

702.46e  The spell loses any splice changes once it leaves the stack (for example, when it’s countered, it’s exiled, or it resolves).

702.47    Offering

702.47a  Offering is a static ability that functions while the spell with offering is on the stack."[Subtype] offering" means "As an additional cost to cast this spell, you may sacrifice a [subtype] permanent. If you chose to pay the additional cost, this spell’s total cost is reduced by the sacrificed permanent’s mana cost, and you may cast this spellany time you could cast an instant."

702.47b  You choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).

702.47c  Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same typein spell’s total cost, and any excess reduces that much generic mana in spell’s total cost.

702.48    Ninjutsu

702.48a  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."

702.48b  The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.

702.48c  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.

702.49    Epic

702.49a  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 706.10.

702.49b  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.

702.50    Convoke

702.50a  Convoke is a static ability that functions while the spell with convoke is on the stack. "Convoke" means "For each colored mana in this spell’s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell’s total cost, you may tap an untapped creature you control rather than pay that mana."

702.50bThe convoke ability isn’t an additional or alternative cost and applies only after the total cost of the spell with convoke is determined.

Example:Heartless Summoning says, in part, "Creature spells you cast cost 2 less to cast." You control Heartless Summoning and cast Siege Wurm, a spell with convoke that costs 5GG. The total cost to cast Siege Wurm is 3GG. After activating mana abilities, you pay that total cost. You may tap up to two green creatures and up to three creatures of any color to pay that cost, and the remainder is paid with mana.


702.50cMultiple instances of convoke on the same spell are redundant.

702.51    Dredge

702.51a  Dredge is a