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Rules Q&A
Got questions? Get answers!
Burning questions
Ask them now!
Turn Structure
Layers
Casting Spells!
1) Announcement
2) Modes/additions (Splice, kicker, alternative
costs, etc.)
3) Targeting
4) Dividing up
5) Cost determination (Trinisphere is last)
6) Mana abilities
7) Paying, in any order
Super and Sub types
Four supertypes - Snow, Legendary, Basic,
World
Subtypes have to be associated with a type -
lose the type, lose the subtype.
State-Based actions part 1
Checked every time before priority
If a player has 0 or less life, he or she loses the game.
If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, he or she loses the game.
If a player has ten or more poison counters, he or she loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.5u instead.
If a token is phased out, or is in a zone other than the battlefield, it ceases to exist.
If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.
If a creature has toughness 0 or less, it's put into its owner's graveyard. Regeneration can't replace this event.
If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is
destroyed. Regeneration can replace this event.
If a creature has toughness greater than 0, and it's been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is
destroyed. Regeneration can replace this event.
If a planeswalker has loyalty 0, it's put into its owner's graveyard.
If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners' graveyards. This is called
the "planeswalker uniqueness rule."
State-Based actions part 2
If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners' graveyards. This is called the
"legend rule".
If two or more permanents have the supertype world, all except the one that has been a permanent with the world supertype on the battlefield for the shortest amount of time are
put into their owners' graveyards. In the event of a tie for the shortest amount of time, all are put into their owners' graveyards. This is called the "world rule."
If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner's graveyard.
If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield.
If a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent that's neither an Aura, an Equipment, nor a
Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.
f a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1
counters on it.
If a permanent with an ability that says it can't have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are
removed from it.
Replacement effects
1) Self-replacement
2) Gather Specimens
3) Cloning
4) All other effects
For all other effects, the person or controller
who’s being affected chooses
Dependencies
An effect is said to "depend on" another if (a) it's applied in the same layer (and, if applicable,
sublayer) as the other effect (see rules 613.1 and 613.3); (b) applying the other would change the text
or the existence of the first effect, what it applies to, or what it does to any of the things it applies to;
and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic-
defining abilities.
Urborg + Blood Moon
Dependency loops: If a loop is created, go back to timestamp order.
Text and color-changing
When asked for a subtype, color, or something
of that nature, you must pick one in the game.
Don’t name purple with Blind Seer.
If you change the color of a creature on the
stack, it ETB’s as that color.
Mana abilities
1) No target
2) Adds mana
3)Not a loyalty ability
In order for a triggered ability to be a mana
ability, it has to trigger off of a mana ability.
Linked abilities
A card can have multiple abilities linked
together.
Triggered and activated abilities
Ask a question: Get an answer.
When/Whenever/If you ask a question, get an
answer.
At the start of your question, if you are loud
enough, you will get an answer.
Static abilities
1) Are continuous
2) Include Characteristic - defining abilities
a. Conditional CDA’s aren’t CDA’s - Gods
Some continuous effects affect game rules rather than objects. For example, effects may modify
a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are
applied after all other continuous effects have been applied. Continuous effects that affect the costs
of spells or abilities are applied according to the order specified in rule 601.2e. All other such
effects are applied in timestamp order. See also the rules for timestamp order and dependency
Protection
1) Damage
2) Blocking
3) Targeting
4) Enchanted
A. Causes attached things to fall off
B. Prevents attachment
Zones
1) Battlefield
2) Hand
3) Graveyard
4) Library
5) Sideboard
6) Stack
7) Command
8) Exile
What does it mean
“That Creature/Enchantment/Artifact” usually
refers to “That Object”
Ex: Tidebinder Mage and Purphorus
*Name of card* means “This card”
Ex. Sun Titan.

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Rules q&a olivier jansen

  • 5. Casting Spells! 1) Announcement 2) Modes/additions (Splice, kicker, alternative costs, etc.) 3) Targeting 4) Dividing up 5) Cost determination (Trinisphere is last) 6) Mana abilities 7) Paying, in any order
  • 6. Super and Sub types Four supertypes - Snow, Legendary, Basic, World Subtypes have to be associated with a type - lose the type, lose the subtype.
  • 7. State-Based actions part 1 Checked every time before priority If a player has 0 or less life, he or she loses the game. If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, he or she loses the game. If a player has ten or more poison counters, he or she loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.5u instead. If a token is phased out, or is in a zone other than the battlefield, it ceases to exist. If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. If a creature has toughness 0 or less, it's put into its owner's graveyard. Regeneration can't replace this event. If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event. If a creature has toughness greater than 0, and it's been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event. If a planeswalker has loyalty 0, it's put into its owner's graveyard. If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners' graveyards. This is called the "planeswalker uniqueness rule."
  • 8. State-Based actions part 2 If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners' graveyards. This is called the "legend rule". If two or more permanents have the supertype world, all except the one that has been a permanent with the world supertype on the battlefield for the shortest amount of time are put into their owners' graveyards. In the event of a tie for the shortest amount of time, all are put into their owners' graveyards. This is called the "world rule." If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner's graveyard. If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield. If a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent that's neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield. f a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. If a permanent with an ability that says it can't have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.
  • 9. Replacement effects 1) Self-replacement 2) Gather Specimens 3) Cloning 4) All other effects For all other effects, the person or controller who’s being affected chooses
  • 10. Dependencies An effect is said to "depend on" another if (a) it's applied in the same layer (and, if applicable, sublayer) as the other effect (see rules 613.1 and 613.3); (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic- defining abilities. Urborg + Blood Moon Dependency loops: If a loop is created, go back to timestamp order.
  • 11. Text and color-changing When asked for a subtype, color, or something of that nature, you must pick one in the game. Don’t name purple with Blind Seer. If you change the color of a creature on the stack, it ETB’s as that color.
  • 12. Mana abilities 1) No target 2) Adds mana 3)Not a loyalty ability In order for a triggered ability to be a mana ability, it has to trigger off of a mana ability.
  • 13. Linked abilities A card can have multiple abilities linked together.
  • 14. Triggered and activated abilities Ask a question: Get an answer. When/Whenever/If you ask a question, get an answer. At the start of your question, if you are loud enough, you will get an answer.
  • 15. Static abilities 1) Are continuous 2) Include Characteristic - defining abilities a. Conditional CDA’s aren’t CDA’s - Gods Some continuous effects affect game rules rather than objects. For example, effects may modify a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule 601.2e. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency
  • 16. Protection 1) Damage 2) Blocking 3) Targeting 4) Enchanted A. Causes attached things to fall off B. Prevents attachment
  • 17. Zones 1) Battlefield 2) Hand 3) Graveyard 4) Library 5) Sideboard 6) Stack 7) Command 8) Exile
  • 18. What does it mean “That Creature/Enchantment/Artifact” usually refers to “That Object” Ex: Tidebinder Mage and Purphorus *Name of card* means “This card” Ex. Sun Titan.