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Comprehensive Rules

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115Targets

Aura spells are always targeted. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target is chosen as the spell is cast; see rule . An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)

301Artifacts

Equipment spells are cast like other artifact spells. Equipment enter the battlefield like other artifacts. They don’t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move.

An Equipment that’s also a creature can’t equip a creature unless that Equipment has reconfigure (see rule 702.151, “Reconfigure”). An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.

303Enchantments

Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.

510Combat Damage Step

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

602Activating Activated Abilities

A creature’s activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost can’t be activated unless the creature has been under its controller’s control since the start of their most recent turn. Ignore this rule for creatures with haste (see rule 702.10).

701Keyword Actions

If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up.

If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up.

702Keyword Abilities

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.

Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)

Enchant

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.

For more information about Auras, see rule , “Enchantments.”

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.

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.

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

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.”)

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).

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.”)

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.”)

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

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.”

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, planeswalker, or battle as the creature that was returned to its owner’s hand.

Epic

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 .

A player can’t cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.

Convoke

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.”

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

A creature tapped to pay for mana in a spell’s total cost this way is said to have “convoked” that spell.

Multiple instances of convoke on the same spell are redundant.

Dredge

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 mill N cards and return this card from your graveyard to your hand.”

A player with fewer cards in their library than the number required by a dredge ability can’t mill any of them this way.

Transmute

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 mana value as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Activate only as a sorcery.”

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.

Bloodthirst

Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this turn, this permanent enters with N +1/+1 counters on it.”

“Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent enters with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn.”

If an object has multiple instances of bloodthirst, each applies separately.

Haunt

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.”

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.

Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.

Replicate

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 and –h.

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.

Forecast

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].”

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 their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins, whichever comes first.

Graft

Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent enters with N +1/+1 counters on it” and “Whenever another creature enters, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature.”

If a permanent has multiple instances of graft, each one works separately.

Recover

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.”

A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.

A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”)

A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”)

Enlist’s static ability represents an optional cost to attack (see rule 508.1g). Its triggered ability is linked to that static ability (see rule ).

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