Ïîëíûå ïðàâèëà Magic: the Gathering
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| Áàçîâûå ïðàâèëà | Contents | Glossary |
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.
702.2 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.
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 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.
702.6 Equip
702.6a Equip is an activated ability of Equipment cards. "Equip [cost]" means "[Cost]: Attach this Equipment 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 an Equipment has multiple instances of equip, any of its equip abilities may be used.
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 prevent that 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 702.15, "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 Intimidate
702.11a Intimidate is an evasion ability.
702.11b 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.")
702.11c Multiple instances of intimidate on the same creature are redundant.
702.12 Landwalk
702.12a 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.
702.12b Landwalk is an evasion ability.
702.12c A creature with landwalk is unblockable as 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 "nonbasic landwalk"), or with both the specified supertype and the specified subtype (as in "snow swampwalk"). (See rule 509, "Declare Blockers Step.")
702.12d Landwalk abilities don’t "cancel" one another.
702.12e Multiple instances of the same kind of landwalk on the same creature are redundant.
702.13 Lifelink
702.13a Lifelink is a static ability.
702.13b 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.
702.13c 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.
702.13d The lifelink rules function no matter what zone an object with lifelink deals damage from.
702.13e Multiple instances of lifelink on the same object are redundant.
702.14 Protection
702.14a 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.
702.14b 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.
702.14c 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.")
702.14d 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.")
702.14e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.
702.14f Attacking creatures with protection can’t be blocked by creatures that have the stated quality.
702.14g "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].
702.14h "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.
702.14i "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.
702.14j Multiple instances of protection from the same quality on the same permanent or player are redundant.
702.15 Reach
702.15a Reach is a static ability.
702.15b 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.")
702.15c Multiple instances of reach on the same creature are redundant.
702.16 Shroud
702.16a Shroud is a static ability. "Shroud" means "This permanent or player can’t be the target of spells or abilities."
702.16b Multiple instances of shroud on the same permanent or player are redundant.
702.17 Trample
702.17a 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.")
702.17b 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.
702.17c 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.
702.17d 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.
702.17e Multiple instances of trample on the same creature are redundant.
702.18 Vigilance
702.18a Vigilance is a static ability that modifies the rules for the declare attackers step.
702.18b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, "Declare Attackers Step.")
702.18c Multiple instances of vigilance on the same creature are redundant.
702.19 Banding
702.19a Banding is a static ability that modifies the rules for combat.
702.19b "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.
702.19c 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 702.19j.)
702.19d All creatures in an attacking band must attack the same player or planeswalker.
702.19e 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.
702.19f An attacking creature that’s removed from combat is also removed from the band it was in.
702.19g Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.
702.19h 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.
702.19i If one member of a band would become blocked due to an effect, the entire band becomes blocked.
702.19j 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.
702.19k 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.
702.19m 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.
702.20 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.
702.21 Cumulative Upkeep
702.21a 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.
or
" 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 











702.21b 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.
702.22 Flanking
702.22a 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."
702.22b If a creature has multiple instances of flanking, each triggers separately.
702.23 Phasing
702.23a 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."
702.23b 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.
702.23c If a permanent phases in, its status changes to "phased in." The game once again treats it as though it exists.
702.23d 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.
702.23e 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.
702.23f 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.
702.23g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
702.23h 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.)
702.23i 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.
702.23j Phased-out tokens cease to exist as a state-based action. See rule 704.5d.
702.23k If an effect causes a player to skip his or her untap step, the phasing event simply doesn’t occur that turn.
702.23m Multiple instances of phasing on the same permanent are redundant.
702.24 Buyback
702.24a 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.
702.25 Shadow
702.25a Shadow is an evasion ability.
702.25b 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.")
702.25c Multiple instances of shadow on the same creature are redundant.
702.26 Cycling
702.26a 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."
702.26b 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.
702.26c 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.
702.26d 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").
702.26e 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.
702.27 Echo
702.27a 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]."
702.27b 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.
702.28 Horsemanship
702.28a Horsemanship is an evasion ability.
702.28b 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.")
702.28c Multiple instances of horsemanship on the same creature are redundant.
702.29 Fading
702.29a 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."
702.30 Kicker
702.30a 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.
702.30b The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]."
702.30c 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.
702.30d 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.
702.30e 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."
702.30f 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.
702.30g 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.
702.31 Flashback
702.31a 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.
702.32 Madness
702.32a 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."
702.32b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.
702.33 Fear
702.33a Fear is an evasion ability.
702.33b A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, "Declare Blockers Step.")
702.33c Multiple instances of fear on the same creature are redundant.
702.34 Morph
702.34a 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
rather than paying its mana cost." (See rule 707, "Face-Down Spells and Permanents.")
702.34b 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
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.
702.34c You can’t cast a card face down if it doesn’t have morph.
702.34d 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.
702.34e See rule 707, "Face-Down Spells and Permanents," for more information on how to cast cards with morph.
702.35 Amplify
702.35a 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."
702.35b If a creature has multiple instances of amplify, each one works separately.
702.36 Provoke
702.36a 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."
702.36b If a creature has multiple instances of provoke, each triggers separately.
702.37 Storm
702.37a 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."
702.37b If a spell has multiple instances of storm, each triggers separately.
702.38 Affinity
702.38a Affinity is a static ability that functions while the spell is on the stack. "Affinity for [text]" means "This spell costs you
less to cast for each [text] you control."
702.38b 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.
702.38c If a spell has multiple instances of affinity, each of them applies.
702.39 Entwine
702.39a 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.
702.39b 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.
702.40 Modular
702.40a 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."
702.40b If a creature has multiple instances of modular, each one works separately.
702.41 Sunburst
702.41a 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."
702.41b 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.
702.41c 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.
702.41d If an object has multiple instances of sunburst, each one works separately.
702.42 Bushido
702.42a 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.")
702.42b If a creature has multiple instances of bushido, each triggers separately.
702.43 Soulshift
702.43a 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."
702.43b If a permanent has multiple instances of soulshift, each triggers separately.
702.44 Splice
702.44a 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.
702.44b 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.
702.44c 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.
702.44d 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.
702.44e The spell loses any splice changes once it leaves the stack (for example, when it’s countered, it’s exiled, or it resolves).
702.45 Offering
702.45a 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."
702.45b 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).
702.45c 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.
702.46 Ninjutsu
702.46a 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."
702.46b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.
702.46c 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.
702.47 Epic
702.47a 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.
702.47b 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.
702.48 Convoke
702.48a 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
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.



. You choose whether the green-white creature reduces the spell’s cost by
,
, or
. Then the creatures become tapped as you pay Guardian of Vitu-Ghazi’s cost.
702.48b Multiple instances of convoke on the same spell are redundant.
702.49 Dredge
702.49a 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."
702.49b 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.
702.50 Transmute
702.50a 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."
702.50b 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.
702.51 Bloodthirst
702.51a 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."
702.51b "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."
702.51c If an object has multiple instances of bloodthirst, each applies separately.
702.52 Haunt
702.52a 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."
702.52b 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.
702.52c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.
702.53 Replicate
702.53a 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.
702.53b 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.
702.54 Forecast
702.54a 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]."
702.54b 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.
702.55 Graft
702.55a 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."
702.55b If a creature has multiple instances of graft, each one works separately.
702.56 Recover
702.56a 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."
702.57 Ripple
702.57a 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."
702.57b If a spell has multiple instances of ripple, each triggers separately.
702.58 Split Second
702.58a 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."
702.58b 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.
702.58c Multiple instances of split second on the same spell are redundant.
702.59 Suspend
702.59a 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."
702.59b A card is "suspended" if it’s in the exile zone, has suspend, and has a time counter on it.
702.59c 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.
702.60 Vanishing
702.60a 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."
702.60b 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."
702.60c If a permanent has multiple instances of vanishing, each works separately.
702.61 Absorb
702.61a Absorb is a static ability. "Absorb N" means "If a source would deal damage to this creature, prevent N of that damage."
702.61b 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.
702.61c If an object has multiple instances of absorb, each applies separately.
702.62 Aura Swap
702.62a 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."
702.62b If either half of the exchange can’t be completed, the ability has no effect.
702.63 Delve
702.63a 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
." Using the delve ability follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
702.63b Multiple instances of delve on the same spell are redundant.
702.64 Fortify
702.64a 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."
702.64b For more information about Fortifications, see rule 301, "Artifacts."
702.64c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
702.65 Frenzy
702.65a Frenzy is a triggered ability. "Frenzy N" means "Whenever this creature attacks and isn’t blocked, it gets +N/+0 until end of turn."
702.65b If a creature has multiple instances of frenzy, each triggers separately.
702.66 Gravestorm
702.66a 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."
702.66b If a spell has multiple instances of gravestorm, each triggers separately.
702.67 Poisonous
702.67a 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.)
702.67b If a creature has multiple instances of poisonous, each triggers separately.
702.68 Transfigure
702.68a 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."
702.69 Champion
702.69a 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."
702.69b The two abilities represented by champion are linked. See rule 607, "Linked Abilities."
702.69c A permanent is "championed" by another permanent if the latter exiles the former as the direct result of a champion ability.
702.70 Changeling
702.70a 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.
702.70b Multiple instances of changeling on the same object are redundant.
702.71 Evoke
702.71a 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.
702.72 Hideaway
702.72a 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.’"
702.73 Prowl
702.73a 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.
702.74 Reinforce
702.74a 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."
702.74b 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.
702.75 Conspire
702.75a 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.
702.75b 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.
702.76 Persist
702.76a 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."
702.77 Wither
702.77a 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.
702.77b 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.
702.77c The wither rules function no matter what zone an object with wither deals damage from.
702.77d Multiple instances of wither on the same object are redundant.
702.78 Retrace
702.78a 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.
702.79 Devour
702.79a 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."
702.79b 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."
702.80 Exalted
702.80a Exalted is a triggered ability. "Exalted" means "Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn."
702.80b A creature "attacks alone" if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.
702.81 Unearth
702.81a 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."
702.82 Cascade
702.82a 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."
702.82b If a spell has multiple instances of cascade, each triggers separately.
702.83 Annihilator
702.83a Annihilator is a triggered ability. "Annihilator N" means "Whenever this creature attacks, defending player sacrifices N permanents."
702.83b If a creature has multiple instances of annihilator, each triggers separately.
702.84 Level Up
702.84a 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."
702.84b 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."
702.85 Rebound
702.85a 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."
702.85b 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.
702.85c Multiple instances of rebound on the same spell are redundant.
702.86 Totem Armor
702.86a 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."
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7. Additional Rules << 701. Keyword Actions |
7. Additional Rules 703. Turn-Based Actions >> |


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