Magic: The Gathering Comprehensive Rules

Table of Contents

701. Keyword Actions

  • 701.1. Most actions described in a cards rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These keywords are game terms; sometimes reminder text summarizes their meanings.
  • 701.2. Activate
  • 701.2a To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an objects controller (or its owner, if it doesnt have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if they have priority. See rule 602, Activating Activated Abilities.
  • 701.3. Attach
  • 701.3a To attach an Aura, Equipment, or Fortification to an object or player means to take it from where it currently is and put it onto that object or player. If something is attached to a permanent on the battlefield, its customary to place it so that its physically touching the permanent. An Aura, Equipment, or Fortification cant be attached to an object or player it couldnt enchant, equip, or fortify, respectively.
  • 701.3b If an effect tries to attach an Aura, Equipment, or Fortification to an object or player it cant be attached to, the Aura, Equipment, or Fortification doesnt move. If an effect tries to attach an Aura, Equipment, or Fortification to the object or player its already attached to, the effect does nothing. If an effect tries to attach an object that isnt an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesnt move.
  • 701.3c Attaching an Aura, Equipment, or Fortification on the battlefield to a different object or player causes the Aura, Equipment, or Fortification to receive a new timestamp.
  • 701.3d To unattach an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or player ceases to be attached to it, that counts as becoming unattached [from that object or player]; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game.
  • 701.4. Cast
  • 701.4a To cast a spell is to take it from the zone its in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, Casting Spells.
  • 701.4b To cast a card is to cast it as a spell.
  • 701.5. Counter
  • 701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesnt resolve and none of its effects occur. A countered spell is put into its owners graveyard.
  • 701.5b The player who cast a countered spell or activated a countered ability doesnt get a refund of any costs that were paid.
  • 701.6. Create
  • 701.6a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.
  • 701.6b If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token.
  • 701.6c Previously, an effect that created tokens instructed a player to put [those tokens] onto the battlefield. Cards that were printed with that text have received errata in the Oracle card reference so they now create those tokens.
  • 701.7. Destroy
  • 701.7a To destroy a permanent, move it from the battlefield to its owners graveyard.
  • 701.7b The only ways a permanent can be destroyed are as a result of an effect that uses the word destroy or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owners graveyard for any other reason, it hasnt been destroyed.
  • 701.7c A regeneration effect replaces a destruction event. See rule 701.15, Regenerate.
  • 701.8. Discard
  • 701.8a To discard a card, move it from its owners hand to that players graveyard.
  • 701.8b By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.
  • 701.8c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owners graveyard without being revealed, all values of that cards characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 723, Handling Illegal Actions).
  • 701.9. Double
  • 701.9a Doubling a creatures power and/or toughness creates a continuous effect. This effect modifies that creatures power and/or toughness but doesnt set those characteristics to a specific value. See rule 613.4c.
  • 701.9b To double a creatures power, that creature gets +X/+0, where X is that creatures power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creatures toughness gives it +0/+X, where X is that creatures toughness. Doubling a creatures power and toughness gives it +X/+Y, where X is its power and Y is its toughness.
  • 701.9c If a creatures power is less than 0 when its doubled, doubling that creatures power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristics value is negative but the other isnt when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.
  • 701.9d To double a players life total, the player gains or loses an amount of life such that their new life total is twice its current value.
  • 701.9e To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.
  • 701.9f To double the amount of a type of mana in a players mana pool, that player adds an amount of mana of that type equal to the amount they already have.
  • 701.10. Exchange
  • 701.10a A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange cant be completed, no part of the exchange occurs.
  • 701.10b When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.
  • 701.10c When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other players previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who cant gain life cant be given a higher life total this way, and a player who cant lose life cant be given a lower life total this way (see rules 119.78).
  • 701.10d Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a players hand). These spells and abilities work the same as other exchange spells and abilities, except they can exchange the cards only if all the cards are owned by the same player, and they can exchange the cards even if one zone is empty.
  • 701.10e If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.
  • 701.10f If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.
  • 701.10g A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. A player who cant gain life cant be given a higher life total this way, and a player who cant lose life cant be given a lower life total this way (see rules 119.78). If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.4b). This rule does not apply to spells and abilities that switch a creatures power and toughness.
  • 701.11. Exile
  • 701.11a To exile an object, move it to the exile zone from wherever it is. See rule 406, Exile.
  • 701.12. Fight
  • 701.12a A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.
  • 701.12b If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.
  • 701.12c If a creature fights itself, it deals damage to itself equal to twice its power.
  • 701.12d The damage dealt when a creature fights isnt combat damage.
  • 701.13. Mill
  • 701.13a For a player to mill a number of cards, that player puts that many cards from the top of their library into their graveyard.
  • 701.13b A player cant mill a number of cards greater than the number of cards in their library. If given the choice to do so, they cant choose to take that action. If instructed to do so, they mill as many as possible. Similarly, the player can't pay a cost that includes milling a number of cards greater than the number of cards in their library.
  • 701.13c An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone.
  • 701.13d If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on the card, it performs that action on each milled card. If that ability performs any actions on a card, the controller of the ability chooses which card is affected.
  • 701.14. Play
  • 701.14a To play a land means to put it onto the battlefield from the zone its in (usually the hand). A player may play a land if they have priority, its the main phase of their turn, the stack is empty, and they havent played a land this turn. Playing a land is a special action (see rule 116), so it doesnt use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isnt the same as playing a land. See rule 305, Lands.
  • 701.14b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.
  • 701.14c Some effects instruct a player to play with a certain aspect of the game changed, such as Play with the top card of your library revealed. Play in this sense means to play the Magic game.
  • 701.14d Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as playing that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to casting that spell or that card.
  • 701.14e Previously, the action of using an activated ability was referred to on cards as playing that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to activating that ability.
  • 701.15. Regenerate
  • 701.15a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, Regenerate [permanent] means The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If its an attacking or blocking creature, remove it from combat.
  • 701.15b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, Regenerate [permanent] means Instead remove all damage marked on [permanent] and tap it. If its an attacking or blocking creature, remove it from combat.
  • 701.15c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent cant be regenerated dont preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.
  • 701.16. Reveal
  • 701.16a To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isnt put onto the stack the next time a player would receive priority, the card ceases to be revealed.
  • 701.16b Revealing a card doesnt cause it to leave the zone its in.
  • 701.16c If cards in a players library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.
  • 701.16d Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.
  • 701.17. Sacrifice
  • 701.17a To sacrifice a permanent, its controller moves it from the battlefield directly to its owners graveyard. A player cant sacrifice something that isnt a permanent, or something thats a permanent they dont control. Sacrificing a permanent doesnt destroy it, so regeneration or other effects that replace destruction cant affect this action.
  • 701.18. Scry
  • 701.18a To scry N means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.
  • 701.18b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries wont trigger.
  • 701.18c If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
  • 701.19. Search
  • 701.19a To search for a card in a zone, look at all cards in that zone (even if its a hidden zone) and find a card that matches the given description.
  • 701.19b If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isnt required to find some or all of those cards even if theyre present in that zone.
  • 701.19c If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but cant find any cards.
  • 701.19d If a player is searching a hidden zone simply for a quantity of cards, such as a card or three cards, that player must find that many cards (or as many as possible, if the zone doesnt contain enough cards).
  • 701.19e If the effect that contains the search instruction doesnt also contain instructions to reveal the found card(s), then theyre not revealed.
  • 701.19f If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.
  • 701.19g If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible.
  • 701.19h An effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once.
  • 701.19i If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule 101.4) which card to find.
  • 701.20. Shuffle
  • 701.20a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.
  • 701.20b Some effects cause a player to search a library for a card or cards, shuffle that library, then put the found card or cards in a certain position in that library. Even though the found card or cards never leave that library, they arent included in the shuffle. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, Library.
  • 701.20c If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone theyre expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.
  • 701.20d If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set.
  • 701.20e If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger.
  • 701.20f If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.
  • 701.20g If an effect would cause a player to shuffle a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library thats randomized except that the object is in the specified position.
  • 701.21. Tap and Untap
  • 701.21a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.
  • 701.21b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.
  • 701.22. Fateseal
  • 701.22a To fateseal N means to look at the top N cards of an opponents library, then put any number of them on the bottom of that library in any order and the rest on top of that library in any order.
  • 701.23. Clash
  • 701.23a To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library.
  • 701.23b Clash with an opponent means Choose an opponent. You and that opponent each clash.
  • 701.23c Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
  • 701.23d A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash.
  • 701.24. Planeswalk
  • 701.24a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, Planechase.
  • 701.24b To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owners planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.
  • 701.24c A player may planeswalk as the result of the planeswalking ability (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenons triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk.
  • 701.24d The plane card thats turned face up is the plane the player planeswalks to. The plane card thats turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.
  • 701.25. Set in Motion
  • 701.25a Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 312, Schemes, and rule 904, Archenemy.
  • 701.25b To set a scheme in motion, move it off the top of your scheme deck if its on top of your scheme deck and turn it face up if it isnt face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it.
  • 701.25c Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.
  • 701.26. Abandon
  • 701.26a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 312, Schemes, and rule 904, Archenemy.
  • 701.26b To abandon a scheme, turn it face down and put it on the bottom of its owners scheme deck.
  • 701.27. Proliferate
  • 701.27a To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.
  • 701.27b In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional poison counter. The player who proliferates chooses which player that is. See rule 810, Two-Headed Giant Variant.
  • 701.28. Transform
  • 701.28a To transform a permanent, turn it over so that its other face is up. Only permanents represented by transforming double-faced cards can transform. (See rule 711, Double-Faced Cards.)
  • 701.28b Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down wont trigger when that permanent transforms, and so on.
  • 701.28c If a spell or ability instructs a player to transform a permanent that isnt represented by a transforming double-faced card, nothing happens.
  • 701.28d If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, nothing happens.
  • 701.28e Some triggered abilities trigger when an object transforms into an object with a specified characteristic. Such an ability triggers if the object transforms and has the specified characteristic immediately after it transforms.
  • 701.28f If an activated or triggered ability of a permanent that isnt a delayed triggered ability of that permanent tries to transform it, the permanent transforms only if it hasnt transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent transforms only if it hasnt transformed since that delayed triggered ability was created. In either case, if the permanent has already transformed, the instruction to transform is ignored.
  • 701.29. Detain
  • 701.29a Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent cant attack or block and its activated abilities cant be activated.
  • 701.30. Populate
  • 701.30a To populate means to choose a creature token you control and create a token thats a copy of that creature token.
  • 701.30b If you control no creature tokens when instructed to populate, you wont create a token.
  • 701.31. Monstrosity
  • 701.31a Monstrosity N means If this permanent isnt monstrous, put N +1/+1 counters on it and it becomes monstrous.
  • 701.31b Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanents copiable values.
  • 701.31c If a permanents ability instructs a player to monstrosity 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 as that permanent became monstrous.
  • 701.32. Vote
  • 701.32a Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.
  • 701.32b The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.
  • 701.32c If the text of a spell or ability refers to voting, it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word vote.
  • 701.32d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.
  • 701.33. Bolster
  • 701.33a Bolster N means Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature.
  • 701.34. Manifest
  • 701.34a To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when its turned face up.
  • 701.34b Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesnt use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that cards mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isnt a creature card or it doesnt have a mana cost, it cant be turned face up this way.)
  • 701.34c If a card with morph is manifested, 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 manifested permanent face up.
  • 701.34d If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.
  • 701.34e If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isnt manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.
  • 701.34f If a manifested permanent thats represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up wont trigger.
  • 701.34g See rule 707, Face-Down Spells and Permanents, for more information.
  • 701.35. Support
  • 701.35a Support N on a permanent means Put a +1/+1 counter on each of up to N other target creatures. Support N on an instant or sorcery spell means Put a +1/+1 counter on each of up to N target creatures.
  • 701.36. Investigate
  • 701.36a Investigate means Create a colorless Clue artifact token with {2}, Sacrifice this artifact: Draw a card.
  • 701.37. Meld
  • 701.37a Meld is a keyword action that appears in an ability on one card in a meld pair. (See rule 712, Meld Cards.) To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards.
  • 701.37b Only two cards belonging to the same meld pair can be melded. Tokens, cards that arent meld cards, or meld cards that dont form a meld pair cant be melded.
  • 701.37c If an effect instructs a player to meld objects that cant be melded, they stay in their current zone.
  • 701.38. Goad
  • 701.38a Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature attacks each combat if able and attacks a player other than that player if able.
  • 701.38b A static ability may state that a creature is goaded. That creature attacks each combat if able and attacks a player other than the controller of the permanent with that static ability if able.
  • 701.38c Once a player has goaded a creature, the same player goading it again has no effect. It doesnt create additional combat requirements.
  • 701.39. Exert
  • 701.39a To exert a permanent, you choose to have it not untap during your next untap step.
  • 701.39b A permanent can be exerted even if its not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.
  • 701.39c An object that isnt on the battlefield cant be exerted.
  • 701.39d You may exert [this creature] as it attacks is an optional cost to attack (see rule 508.1g). Some objects with this static ability have a triggered ability that triggers when you do printed in the same paragraph. These abilities are linked. (See rule 607.2g.)
  • 701.40. Explore
  • 701.40a Certain abilities instruct a permanent to explore. To do so, that permanents controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.
  • 701.40b A permanent explores after the process described in rule 701.40a is complete, even if some or all of those actions were impossible.
  • 701.40c If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.
  • 701.41. Assemble
  • 701.41a Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set arent included in these rules. See the Unstable FAQ for more information.
  • 701.42. Surveil
  • 701.42a To surveil N means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.
  • 701.42b If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order.
  • 701.43. Adapt
  • 701.43a Adapt N means If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.
  • 701.44. Amass
  • 701.44a To amass N means If you dont control an Army creature, create a 0/0 black Zombie Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature.
  • 701.44b The phrase the [subtype] you amassed refers to the creature you chose, whether or not it received counters.
  • 701.45. Learn
  • 701.45a Learn means You may discard a card. If you do, draw a card. If you didnt discard a card, you may reveal a Lesson card you own from outside the game and put it into your hand.