Magic: The Gathering Comprehensive Rules

Table of Contents

702. Keyword Abilities

  • 702.1. Most abilities describe exactly what they do in the cards rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a keyword; sometimes reminder text summarizes the game rule.
  • 702.1a If an effect refers to a [keyword ability] cost, it refers only to the variable costs for that keyword.
  • 702.1b An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated.
  • 702.1c An effect may state that the same is true for a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and/or players, it grants each appropriate variant and variable of that keyword.
  • 702.1d An effect may refer to an object with [keyword ability] or that has [keyword ability]. This means the same thing as an object with a [keyword ability] ability or an object that has a [keyword ability] ability.
  • 702.2. Deathtouch
  • 702.2a Deathtouch is a static ability.
  • 702.2b A creature with toughness greater than 0 thats been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.
  • 702.2c Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creatures toughness. See rules 510.1cd.
  • 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 cant 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 about Auras, see rule 303, Enchantments.
  • 702.5c If an Aura has multiple instances of enchant, all of them apply. The Auras 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 cant target permanents and cant be attached to permanents.
  • 702.6. Equip
  • 702.6a Equip is an activated ability of Equipment cards. Equip [cost] means [Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.
  • 702.6b For more information about Equipment, see rule 301, Artifacts.
  • 702.6c Equip [quality] creature is a variant of the equip ability. Equip [quality] [cost] means [Cost]: Attach this permanent to target [quality] creature you control. Activate only as a sorcery. This ability doesnt restrict what the Equipment may be attached to.
  • 702.6d An equip [quality] creature ability is an equip ability, and an equip [quality] creature cost is an equip cost. Any effect that modifies how or whether a player may activate an equip ability of an object affects equip [quality] creature abilities of that object. Any effect that increases or reduces an equip cost will increase or reduce a equip [quality] creature cost.
  • 702.6e If a permanent has multiple equip abilities, any of its equip abilities may be activated.
  • 702.7. First Strike
  • 702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, Combat Damage Step.)
  • 702.7b If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
  • 702.7c Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step wont preclude 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 wont 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 its 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 cant be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, Declare Blockers Step, and rule 702.17, Reach.)
  • 702.9c Multiple instances of flying on the same creature are redundant.
  • 702.10. Haste
  • 702.10a Haste is a static ability.
  • 702.10b If a creature has haste, it can attack even if it hasnt been controlled by its controller continuously since their 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 hasnt been controlled by that player continuously since their most recent turn began. (See rule 302.6.)
  • 702.10d Multiple instances of haste on the same creature are redundant.
  • 702.11. Hexproof
  • 702.11a Hexproof is a static ability.
  • 702.11b Hexproof on a permanent means This permanent cant be the target of spells or abilities your opponents control.
  • 702.11c Hexproof on a player means You cant be the target of spells or abilities your opponents control.
  • 702.11d Hexproof from [quality] is a variant of the hexproof ability. Hexproof from [quality] on a permanent means This permanent cant be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources. A hexproof from [quality] ability is a hexproof ability.
  • 702.11e Any effect that causes an object to lose hexproof will cause an object to lose all hexproof from [quality] abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didnt have hexproof will allow a player to choose a creature with a hexproof from [quality] ability. Any effect that looks for a card with hexproof will find a card with a hexproof from [quality] ability.
  • 702.11f Hexproof from [quality A] and from [quality B] is shorthand for hexproof from [quality A] and hexproof from [quality B]; it behaves as two separate hexproof abilities. If an effect causes an object with such an ability to lose hexproof from [quality A], for example, that object would still have hexproof from [quality B].
  • 702.11g Multiple instances of the same hexproof ability on the same permanent or player are redundant.
  • 702.12. Indestructible
  • 702.12a Indestructible is a static ability.
  • 702.12b A permanent with indestructible cant be destroyed. Such permanents arent destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).
  • 702.12c Multiple instances of indestructible on the same permanent are redundant.
  • 702.13. Intimidate
  • 702.13a Intimidate is an evasion ability.
  • 702.13b A creature with intimidate cant be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, Declare Blockers Step.)
  • 702.13c Multiple instances of intimidate on the same creature are redundant.
  • 702.14. Landwalk
  • 702.14a Landwalk is a generic term that appears within an objects rules text as [type]walk, where [type] is usually a subtype, but can be the card type land, any land type, any supertype, or any combination thereof.
  • 702.14b Landwalk is an evasion ability.
  • 702.14c A creature with landwalk cant be blocked 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.)
  • 702.14d Landwalk abilities dont cancel one another.
  • 702.14e Multiple instances of the same kind of landwalk on the same creature are redundant.
  • 702.15. Lifelink
  • 702.15a Lifelink is a static ability.
  • 702.15b Damage dealt by a source with lifelink causes that sources 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 120.3.
  • 702.15c If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink.
  • 702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from.
  • 702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules 119.910).
  • 702.15f Multiple instances of lifelink on the same object are redundant.
  • 702.16. Protection
  • 702.16a Protection is a static ability, written Protection from [quality]. This quality is usually a color (as in protection from black) but can be any characteristic value or information. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.
  • 702.16b A permanent or player with protection cant be targeted by spells with the stated quality and cant be targeted by abilities from a source with the stated quality.
  • 702.16c A permanent or player with protection cant be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners graveyards as a state-based action. (See rule 704, State-Based Actions.)
  • 702.16d A permanent with protection cant be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, State-Based Actions.)
  • 702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.
  • 702.16f Attacking creatures with protection cant be blocked by creatures that have the stated quality.
  • 702.16g Protection from [quality A] and from [quality B] is shorthand for protection from [quality A] and protection from [quality B]; it behaves as two separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B].
  • 702.16h Protection from all [characteristic] is shorthand for protection from [quality A], protection from [quality B], and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B], [quality C], and so on.
  • 702.16i Protection from each [set of characteristics, qualities, or players] is shorthand for protection from [A], protection from [B], and so on for each characteristic, quality, or player in the set. It behaves as multiple separate protection abilities.
  • 702.16j Protection from everything is a variant of the protection ability. A permanent with protection from everything has protection from each object regardless of that objects characteristic values. Such a permanent cant 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.
  • 702.16k Protection from [a player] is a variant of the protection ability. A permanent with protection from a specific player has protection from each object the player controls and protection from each object the player owns not controlled by another player, regardless of that objects characteristic values. Such a permanent cant be targeted by spells or abilities the player controls, enchanted by Auras the player controls, equipped by Equipment the player controls, fortified by Fortifications the player controls, or blocked by creatures the player controls, and all damage that would be dealt to it by sources controlled by the player or owned by the player but not controlled by another player is prevented.
  • 702.16m Multiple instances of protection from the same quality on the same permanent or player are redundant.
  • 702.16n Some Auras both give the enchanted creature protection from a quality and say this effect doesnt remove either that specific Aura or all Auras. This means that the specified Auras arent put into their owners graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.
  • 702.16p One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesnt remove certain permanents that are already attached to that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners graveyards as a state-based action. Other permanents with the stated quality cant become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal.
  • 702.17. Reach
  • 702.17a Reach is a static ability.
  • 702.17b A creature with flying cant be blocked except by creatures with flying and/or reach. (See rule 509, Declare Blockers Step, and rule 702.9, Flying.)
  • 702.17c Multiple instances of reach on the same creature are redundant.
  • 702.18. Shroud
  • 702.18a Shroud is a static ability. Shroud means This permanent or player cant be the target of spells or abilities.
  • 702.18b Multiple instances of shroud on the same permanent or player are redundant.
  • 702.19. Trample
  • 702.19a Trample is a static ability that modifies the rules for assigning an attacking creatures combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, Combat Damage Step.)
  • 702.19b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any excess 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 thats being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage thats actually dealt. The attacking creatures controller need not assign lethal damage to all those blocking creatures but in that case cant assign any damage to the player or planeswalker its attacking.
  • 702.19c If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned, all its damage is assigned to the player or planeswalker its attacking.
  • 702.19d If a creature with trample is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalkers loyalty.
  • 702.19e Multiple instances of trample on the same creature are redundant.
  • 702.20. Vigilance
  • 702.20a Vigilance is a static ability that modifies the rules for the declare attackers step.
  • 702.20b Attacking doesnt cause creatures with vigilance to tap. (See rule 508, Declare Attackers Step.)
  • 702.20c Multiple instances of vigilance on the same creature are redundant.
  • 702.21. Ward
  • 702.21a Ward is a triggered ability. Ward [cost] means Whenever this permanent becomes the target of a spell or ability an opponent controls, counter that spell or ability unless that player pays [cost].
  • 702.22. Banding
  • 702.22a Banding is a static ability that modifies the rules for combat.
  • 702.22b 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.
  • 702.22c As a player declares attackers, they 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. They 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 they want, but each creature may be a member of only one of them. (Defending players cant declare bands but may use banding in a different way; see rule 702.22j.)
  • 702.22d All creatures in an attacking band must attack the same player or planeswalker.
  • 702.22e 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.
  • 702.22f An attacking creature thats removed from combat is also removed from the band it was in.
  • 702.22g Banding doesnt cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.
  • 702.22h 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.
  • 702.22i If one member of a band would become blocked due to an effect, the entire band becomes blocked.
  • 702.22j 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 creatures damage is assigned. That player can divide that creatures combat damage as they choose among any creatures blocking it. This is an exception to the procedure described in rule 510.1c.
  • 702.22k 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 creatures damage is assigned. That player can divide that creatures combat damage as they choose among any creatures its blocking. This is an exception to the procedure described in rule 510.1d.
  • 702.22m 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.
  • 702.23. Rampage
  • 702.23a 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.)
  • 702.23b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat wont change the bonus.
  • 702.23c If a creature has multiple instances of rampage, each triggers separately.
  • 702.24. Cumulative Upkeep
  • 702.24a 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 dont, 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 arent allowed.
  • 702.24b 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.
  • 702.25. Flanking
  • 702.25a 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.
  • 702.25b If a creature has multiple instances of flanking, each triggers separately.
  • 702.26. Phasing
  • 702.26a Phasing is a static ability that modifies the rules of the untap step. During each players untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls phase out. Simultaneously, all phased-out permanents that had phased out under that players control phase in.
  • 702.26b 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 cant affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)
  • 702.26c If a permanent phases in, its status changes to phased in. The game once again treats it as though it exists.
  • 702.26d The phasing event doesnt actually cause a permanent to change zones or control, even though its treated as though its not on the battlefield and not under its controllers control while its phased out. Zone-change triggers dont trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters remain on a permanent while its phased out. Effects that check a phased-in permanents history wont treat the phasing event as having caused the permanent to leave or enter the battlefield or its controllers control.
  • 702.26e If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, a phased-out permanent wont be included in the set of affected objects. This includes continuous effects that reference the permanent specifically, unless they also specifically refer to the permanent as phased out.
  • 702.26f 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 its 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.
  • 702.26g 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 wont phase in by itself, but instead phases in along with the permanent its attached to.
  • 702.26h If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
  • 702.26i An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.)
  • 702.26j Abilities that trigger when a permanent becomes attached or unattached from an object or player dont trigger when that permanent phases in or out.
  • 702.26k Phased-out permanents owned by a player who leaves the game also leave the game. This doesnt trigger zone-change triggers. See rule 800.4.
  • 702.26m If an effect causes a player to skip their untap step, the phasing event simply doesnt occur that turn.
  • 702.26n In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that players next turn would have begun.
  • 702.26p Multiple instances of phasing on the same permanent are redundant.
  • 702.27. Buyback
  • 702.27a 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 owners hand instead of into that players graveyard as it resolves. Paying a spells buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2fh.
  • 702.28. Shadow
  • 702.28a Shadow is an evasion ability.
  • 702.28b A creature with shadow cant be blocked by creatures without shadow, and a creature without shadow cant be blocked by creatures with shadow. (See rule 509, Declare Blockers Step.)
  • 702.28c Multiple instances of shadow on the same creature are redundant.
  • 702.29. Cycling
  • 702.29a Cycling is an activated ability that functions only while the card with cycling is in a players hand. Cycling [cost] means [Cost], Discard this card: Draw a card.
  • 702.29b Although the cycling ability can be activated only if the card is in a players 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.
  • 702.29c Some cards with cycling have abilities that trigger when theyre cycled. When you cycle [this card] means When you discard [this card] to pay an activation cost of a cycling ability. These abilities trigger from whatever zone the card winds up in after its cycled.
  • 702.29d Some cards have abilities that trigger whenever a player cycles or discards a card. These abilities trigger only once when a card is cycled.
  • 702.29e 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).
  • 702.29f 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 an activation cost of a typecycling ability. Any effect that stops players from cycling cards will stop players from activating cards typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost. Any effect that looks for a card with cycling will find a card with typecycling.
  • 702.30. Echo
  • 702.30a 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].
  • 702.30b 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.
  • 702.31. Horsemanship
  • 702.31a Horsemanship is an evasion ability.
  • 702.31b A creature with horsemanship cant be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, Declare Blockers Step.)
  • 702.31c Multiple instances of horsemanship on the same creature are redundant.
  • 702.32. Fading
  • 702.32a 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 cant, sacrifice the permanent.
  • 702.33. Kicker
  • 702.33a 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 spells kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2fh.
  • 702.33b The phrase Kicker [cost 1] and/or [cost 2] means the same thing as Kicker [cost 1], kicker [cost 2].
  • 702.33c 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.
  • 702.33d If a spells controller declares the intention to pay any of that spells 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.
  • 702.33e 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.
  • 702.33f 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.
  • 702.33g If part of a spells ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spells 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.
  • 702.34. Flashback
  • 702.34a Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a players graveyard and another that functions while the card is on the stack. Flashback [cost] means You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell 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 601.2fh.
  • 702.35. Madness
  • 702.35a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a players hand. The second is a triggered ability that functions when the first ability is applied. Madness [cost] means If a player would discard this card, that player discards it, but exiles it instead of putting it into their 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 doesnt, they put this card into their graveyard.
  • 702.35b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.35c After resolving a madness triggered ability, if the exiled card wasnt cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7i.
  • 702.36. Fear
  • 702.36a Fear is an evasion ability.
  • 702.36b A creature with fear cant be blocked except by artifact creatures and/or black creatures. (See rule 509, Declare Blockers Step.)
  • 702.36c Multiple instances of fear on the same creature are redundant.
  • 702.37. Morph
  • 702.37a Morph is a static ability that functions in any zone from which you could play the card its on, and the morph effect works any time the card is face down. Morph [cost] means You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost. (See rule 707, Face-Down Spells and Permanents.)
  • 702.37b Megamorph is a variant of the morph ability. Megamorph [cost] means You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost and As this permanent is turned face up, put a +1/+1 counter on it if its megamorph cost was paid to turn it face up. A megamorph cost is a morph cost.
  • 702.37c 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, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up cards characteristics) are applied to casting this card. These values are the copiable values of that objects characteristics. (See rule 613, Interaction of Continuous Effects, and rule 706, Copying Objects.) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a morph ability to cast a card from any zone from which you could normally play it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.
  • 702.37d You cant normally cast a card face down. A morph ability allows you to do so.
  • 702.37e Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a special action; it doesnt use the stack (see rule 116). To do this, show all players what the permanents morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldnt have a morph cost if it were face up, it cant 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 dont trigger when its turned face up and dont have any effect, because the permanent has already entered the battlefield.
  • 702.37f If a permanents morph cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the morph special action was taken.
  • 702.37g See rule 707, Face-Down Spells and Permanents, for more information about how to cast cards with a morph ability.
  • 702.38. Amplify
  • 702.38a 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 cant reveal this card or any other cards that are entering the battlefield at the same time as this card.
  • 702.38b If a creature has multiple instances of amplify, each one works separately.
  • 702.39. Provoke
  • 702.39a 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.
  • 702.39b If a creature has multiple instances of provoke, each triggers separately.
  • 702.40. Storm
  • 702.40a Storm is a triggered ability that functions on the stack. Storm means When you cast this spell, copy it 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.
  • 702.40b If a spell has multiple instances of storm, each triggers separately.
  • 702.41. Affinity
  • 702.41a Affinity is a static ability that functions while the spell with affinity is on the stack. Affinity for [text] means This spell costs you {1} less to cast for each [text] you control.
  • 702.41b If a spell has multiple instances of affinity, each of them applies.
  • 702.42. Entwine
  • 702.42a 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 the number specified. 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 601.2fh.
  • 702.42b 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.
  • 702.43. Modular
  • 702.43a 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.
  • 702.43b If a creature has multiple instances of modular, each one works separately.
  • 702.44. Sunburst
  • 702.44a Sunburst is a static ability that functions as an object is entering the battlefield. Sunburst means If this object is entering the battlefield as a creature, ignoring any type-changing effects that would affect it, it enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters the battlefield with a charge counter on it for each color of mana spent to cast it.
  • 702.44b Sunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell and only if one or more colored mana was spent on its costs, including additional or alternative costs.
  • 702.44c Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesnt matter whether the ability is on a creature spell or on a noncreature spell.
  • 702.44d If an object has multiple instances of sunburst, each one works separately.
  • 702.45. Bushido
  • 702.45a 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.)
  • 702.45b If a creature has multiple instances of bushido, each triggers separately.
  • 702.46. Soulshift
  • 702.46a 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 mana value N or less from your graveyard to your hand.
  • 702.46b If a permanent has multiple instances of soulshift, each triggers separately.
  • 702.47. Splice
  • 702.47a Splice is a static ability that functions while a card is in your hand. Splice onto [quality] [cost] means You may reveal this card from your hand as you cast a [quality] spell. If you do, that spell gains the text of this cards rules text and you pay [cost] as an additional cost to cast that spell. Paying a cards splice cost follows the rules for paying additional costs in rules 601.2b and 601.2fh.
  • 702.47b You cant choose to use a splice ability if you cant make the required choices (targets, etc.) for that cards rules text. You cant splice any one card onto the same spell more than once. If youre splicing more than one card onto a spell, reveal them all at once and choose the order in which their effects will happen. The effects of the main spell must happen first.
  • 702.47c The spell has the characteristics of the main spell, plus the rules text of each of the spliced cards. This is a text-changing effect (see rule 612, Text-Changing Effects). The spell doesnt gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text gained by 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.
  • 702.47d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets wont resolve if all of its targets are illegal on resolution.
  • 702.47e The spell loses any splice changes once it leaves the stack for any reason.
  • 702.48. Offering
  • 702.48a Offering is a static ability that functions while the spell with offering is on the stack. [Subtype] offering means As an additional cost to cast this spell, you may sacrifice a [subtype] permanent. If you chose to pay the additional cost, this spells total cost is reduced by the sacrificed permanents mana cost, and you may cast this spell any time you could cast an instant.
  • 702.48b You choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).
  • 702.48c Generic mana in the sacrificed permanents mana cost reduces generic mana in the spells total cost. Colored and colorless mana in the sacrificed permanents mana cost reduces mana of the same type in spells total cost, and any excess reduces that much generic mana in spells total cost. (See rule 118.7.)
  • 702.49. Ninjutsu
  • 702.49a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a players hand. Ninjutsu [cost] means [Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owners hand: Put this card onto the battlefield from your hand tapped and attacking.
  • 702.49b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.
  • 702.49c 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 owners hand.
  • 702.49d Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. Commander ninjutsu [cost] means [Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owners hand: Put this card onto the battlefield tapped and attacking.
  • 702.50. Epic
  • 702.50a Epic represents two spell abilities, one of which creates a delayed triggered ability. Epic means For the rest of the game, you cant cast spells, and At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy. See rule 706.10.
  • 702.50b A player cant 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.
  • 702.51. Convoke
  • 702.51a Convoke is a static ability that functions while the spell with convoke is on the stack. Convoke means For each colored mana in this spells total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spells total cost, you may tap an untapped creature you control rather than pay that mana.
  • 702.51b The convoke ability isnt an additional or alternative cost and applies only after the total cost of the spell with convoke is determined.
  • 702.51c A creature tapped to pay for mana in a spells total cost this way is said to have convoked that spell.
  • 702.51d Multiple instances of convoke on the same spell are redundant.
  • 702.52. Dredge
  • 702.52a Dredge is a static ability that functions only while the card with dredge is in a players 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.
  • 702.52b A player with fewer cards in their library than the number required by a dredge ability cant mill any of them this way.
  • 702.53. Transmute
  • 702.53a Transmute is an activated ability that functions only while the card with transmute is in a players 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.
  • 702.53b Although the transmute ability can be activated only if the card is in a players 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.
  • 702.54. Bloodthirst
  • 702.54a 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.
  • 702.54b 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.
  • 702.54c If an object has multiple instances of bloodthirst, each applies separately.
  • 702.55. Haunt
  • 702.55a 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.
  • 702.55b 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.
  • 702.55c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.
  • 702.56. Replicate
  • 702.56a 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 spells replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2fh.
  • 702.56b 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.
  • 702.57. Forecast
  • 702.57a A forecast ability is a special kind of activated ability that can be activated only from a players hand. Its written Forecast [Activated ability].
  • 702.57b A forecast ability may be activated only during the upkeep step of the cards 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 players hand or until a step or phase that isnt an upkeep step begins, whichever comes first.
  • 702.58. Graft
  • 702.58a 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.
  • 702.58b If a permanent has multiple instances of graft, each one works separately.
  • 702.59. Recover
  • 702.59a Recover is a triggered ability that functions only while the card with recover is in a players 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.
  • 702.60. Ripple
  • 702.60a 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.
  • 702.60b If a spell has multiple instances of ripple, each triggers separately.
  • 702.61. Split Second
  • 702.61a 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 cant cast other spells or activate abilities that arent mana abilities.
  • 702.61b 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.
  • 702.61c Multiple instances of split second on the same spell are redundant.
  • 702.62. Suspend
  • 702.62a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a players 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 doesnt 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 its exiled, play it without paying its mana cost if able. If you cant, 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.
  • 702.62b A card is suspended if its in the exile zone, has suspend, and has a time counter on it.
  • 702.62c While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast.
  • 702.62d Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.63. Vanishing
  • 702.63a 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.
  • 702.63b 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.
  • 702.63c If a permanent has multiple instances of vanishing, each works separately.
  • 702.64. Absorb
  • 702.64a Absorb is a static ability. Absorb N means If a source would deal damage to this creature, prevent N of that damage.
  • 702.64b 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.
  • 702.64c If an object has multiple instances of absorb, each applies separately.
  • 702.65. Aura Swap
  • 702.65a 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.
  • 702.65b If either half of the exchange cant be completed, the ability has no effect.
  • 702.66. Delve
  • 702.66a Delve is a static ability that functions while the spell with delve is on the stack. Delve means For each generic mana in this spells total cost, you may exile a card from your graveyard rather than pay that mana.
  • 702.66b The delve ability isnt an additional or alternative cost and applies only after the total cost of the spell with delve is determined.
  • 702.66c Multiple instances of delve on the same spell are redundant.
  • 702.67. Fortify
  • 702.67a Fortify is an activated ability of Fortification cards. Fortify [cost] means [Cost]: Attach this Fortification to target land you control. Activate only as a sorcery.
  • 702.67b For more information about Fortifications, see rule 301, Artifacts.
  • 702.67c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
  • 702.68. Frenzy
  • 702.68a Frenzy is a triggered ability. Frenzy N means Whenever this creature attacks and isnt blocked, it gets +N/+0 until end of turn.
  • 702.68b If a creature has multiple instances of frenzy, each triggers separately.
  • 702.69. Gravestorm
  • 702.69a Gravestorm is a triggered ability that functions on the stack. Gravestorm means When you cast this spell, copy it 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.
  • 702.69b If a spell has multiple instances of gravestorm, each triggers separately.
  • 702.70. Poisonous
  • 702.70a 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.)
  • 702.70b If a creature has multiple instances of poisonous, each triggers separately.
  • 702.71. Transfigure
  • 702.71a Transfigure is an activated ability. Transfigure [cost] means [Cost], Sacrifice this permanent: Search your library for a creature card with the same mana value as this permanent and put it onto the battlefield. Then shuffle your library. Activate only as a sorcery.
  • 702.72. Champion
  • 702.72a 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 owners control.
  • 702.72b The two abilities represented by champion are linked. See rule 607, Linked Abilities.
  • 702.72c A permanent is championed by another permanent if the latter exiles the former as the direct result of a champion ability.
  • 702.73. Changeling
  • 702.73a 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.
  • 702.74. Evoke
  • 702.74a 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. Casting a spell for its evoke cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.75. Hideaway
  • 702.75a 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.
  • 702.76. Prowl
  • 702.76a Prowl is a static ability that functions on the stack. Prowl [cost] means You may pay [cost] rather than pay this spells 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 spells creature types. Casting a spell for its prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.77. Reinforce
  • 702.77a Reinforce is an activated ability that functions only while the card with reinforce is in a players hand. Reinforce N[cost] means [Cost], Discard this card: Put N +1/+1 counters on target creature.
  • 702.77b Although the reinforce ability can be activated only if the card is in a players 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.
  • 702.78. Conspire
  • 702.78a 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 spells conspire cost follows the rules for paying additional costs in rules 601.2b and 601.2fh.
  • 702.78b 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.
  • 702.79. Persist
  • 702.79a 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 owners control with a -1/-1 counter on it.
  • 702.80. Wither
  • 702.80a Wither is a static ability. Damage dealt to a creature by a source with wither isnt marked on that creature. Rather, it causes that sources controller to put that many -1/-1 counters on that creature. See rule 120.3.
  • 702.80b 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.
  • 702.80c The wither rules function no matter what zone an object with wither deals damage from.
  • 702.80d Multiple instances of wither on the same object are redundant.
  • 702.81. Retrace
  • 702.81a Retrace appears on some instants and sorceries. It represents a static ability that functions while the card with retrace is in a players 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 601.2fh.
  • 702.82. Devour
  • 702.82a 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.
  • 702.82b 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.
  • 702.83. Exalted
  • 702.83a Exalted is a triggered ability. Exalted means Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.
  • 702.83b A creature attacks alone if its the only creature declared as an attacker in a given combat phase. See rule 506.5.
  • 702.84. Unearth
  • 702.84a 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 only as a sorcery.
  • 702.85. Cascade
  • 702.85a 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 mana value is less than this spells mana value. You may cast that card without paying its mana cost if the resulting spells mana value is less than this spells mana value. Then put all cards exiled this way that werent cast on the bottom of your library in a random order.
  • 702.85b If an effect allows a player to take an action with one or more of the exiled cards as you cascade, the player may take that action after they have finished exiling cards due to the cascade ability. This action is taken before choosing whether to cast the last exiled card or, if no appropriate card was exiled, before putting the exiled cards on the bottom of their library in a random order.
  • 702.85c If a spell has multiple instances of cascade, each triggers separately.
  • 702.86. Annihilator
  • 702.86a Annihilator is a triggered ability. Annihilator N means Whenever this creature attacks, defending player sacrifices N permanents.
  • 702.86b If a creature has multiple instances of annihilator, each triggers separately.
  • 702.87. Level Up
  • 702.87a Level up is an activated ability. Level up [cost] means [Cost]: Put a level counter on this permanent. Activate only as a sorcery.
  • 702.87b 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.
  • 702.88. Rebound
  • 702.88a 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.
  • 702.88b Casting a spell as an effect of its rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.88c Multiple instances of rebound on the same spell are redundant.
  • 702.89. Totem Armor
  • 702.89a 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.
  • 702.90. Infect
  • 702.90a Infect is a static ability.
  • 702.90b Damage dealt to a player by a source with infect doesnt cause that player to lose life. Rather, it causes that sources controller to give the player that many poison counters. See rule 120.3.
  • 702.90c Damage dealt to a creature by a source with infect isnt marked on that creature. Rather, it causes that sources controller to put that many -1/-1 counters on that creature. See rule 120.3.
  • 702.90d 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 infect.
  • 702.90e The infect rules function no matter what zone an object with infect deals damage from.
  • 702.90f Multiple instances of infect on the same object are redundant.
  • 702.91. Battle Cry
  • 702.91a Battle cry is a triggered ability. Battle cry means Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.
  • 702.91b If a creature has multiple instances of battle cry, each triggers separately.
  • 702.92. Living Weapon
  • 702.92a Living weapon is a triggered ability. Living weapon means When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this Equipment to it.
  • 702.93. Undying
  • 702.93a Undying is a triggered ability. Undying 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 owners control with a +1/+1 counter on it.
  • 702.94. Miracle
  • 702.94a Miracle is a static ability linked to a triggered ability. (See rule 603.11.) Miracle [cost] means You may reveal this card from your hand as you draw it if its the first card youve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.
  • 702.94b If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack. (See rule 701.16a.)
  • 702.95. Soulbond
  • 702.95a Soulbond is a keyword that represents two triggered abilities. Soulbond means When this creature enters the battlefield, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control and Whenever another creature enters the battlefield under your control, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.
  • 702.95b A creature becomes paired with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An unpaired creature is one that is not paired.
  • 702.95c When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired.
  • 702.95d A creature can be paired with only one other creature.
  • 702.95e A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature its paired with; it or the creature its paired with stops being a creature; or it or the creature its paired with leaves the battlefield.
  • 702.96. Overload
  • 702.96a Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means You may choose to pay [cost] rather than pay this spells mana cost and If you chose to pay this spells overload cost, change its text by replacing all instances of the word target with the word each. Casting a spell using its overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.96b If a player chooses to pay the overload cost of a spell, that spell wont require any targets. It may affect objects that couldnt be chosen as legal targets if the spell were cast without its overload cost being paid.
  • 702.96c Overloads second ability creates a text-changing effect. See rule 612, Text-Changing Effects.
  • 702.97. Scavenge
  • 702.97a Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. Scavenge [cost] means [Cost], Exile this card from your graveyard: Put a number of +1/+1 counters equal to the power of the card you exiled on target creature. Activate only as a sorcery.
  • 702.98. Unleash
  • 702.98a Unleash is a keyword that represents two static abilities. Unleash means You may have this permanent enter the battlefield with an additional +1/+1 counter on it and This permanent cant block as long as it has a +1/+1 counter on it.
  • 702.99. Cipher
  • 702.99a Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. Cipher means If this spell is represented by a card, you may exile this card encoded on a creature you control and For as long as this card is encoded on that creature, that creature has Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.
  • 702.99b The term encoded describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves.
  • 702.99c The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.
  • 702.100. Evolve
  • 702.100a Evolve is a triggered ability. Evolve means Whenever a creature enters the battlefield under your control, if that creatures power is greater than this creatures power and/or that creatures toughness is greater than this creatures toughness, put a +1/+1 counter on this creature.
  • 702.100b A creature evolves when one or more +1/+1 counters are put on it as a result of its evolve ability resolving.
  • 702.100c A creature cant have a greater power or toughness than a noncreature permanent.
  • 702.100d If a creature has multiple instances of evolve, each triggers separately.
  • 702.101. Extort
  • 702.101a Extort is a triggered ability. Extort means Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain life equal to the total life lost this way.
  • 702.101b If a permanent has multiple instances of extort, each triggers separately.
  • 702.102. Fuse
  • 702.102a Fuse is a static ability found on some split cards (see rule 708, Split Cards) that applies while the card with fuse is in a players hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.
  • 702.102b A fused split spell has the combined characteristics of its two halves. (See rule 708.4.)
  • 702.102c The total cost of a fused split spell includes the mana cost of each half.
  • 702.102d As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half.
  • 702.103. Bestow
  • 702.103a Bestow represents a static ability that functions in any zone from which you could play the card its on. Bestow [cost] means As you cast this spell, you may choose to cast it bestowed. If you do, you pay [cost] rather than its mana cost. Casting a spell using its bestow ability follows the rules for paying alternative costs (see 601.2b and 601.2fh).
  • 702.103b As a spell cast bestowed is put onto the stack, it becomes an Aura enchantment and gains enchant creature. It is a bestowed Aura spell, and the permanent it becomes as it resolves will be a bestowed Aura. These effects last until the spell or the permanent it becomes ceases to be bestowed (see rules 702.103df). Because the spell is an Aura spell, its controller must choose a legal target for that spell as defined by its enchant creature ability and rule 601.2c. See also rule 303.4.
  • 702.103c When casting a spell bestowed, only its characteristics as modified by the bestow ability are evaluated to determine if it can be cast.
  • 702.103d As a bestowed Aura spell begins resolving, if its target is illegal, it ceases to be bestowed and the effect making it an Aura spell ends. It continues resolving as a creature spell and will be put onto the battlefield under the control of the spells controller. This is an exception to rule 608.3a.
  • 702.103e If a bestowed Aura becomes unattached, it ceases to be bestowed. If a bestowed Aura is attached to an illegal object or player, it becomes unattached and ceases to be bestowed. This is an exception to rule 704.5m.
  • 702.103f If a bestowed Aura phases in unattached, it ceases to be bestowed. See rule 702.26, Phasing.
  • 702.104. Tribute
  • 702.104a Tribute is a static ability that functions as the creature with tribute is entering the battlefield. Tribute N means As this creature enters the battlefield, choose an opponent. That player may put an additional N +1/+1 counters on it as it enters the battlefield.
  • 702.104b Objects with tribute have triggered abilities that check if tribute wasnt paid. This condition is true if the opponent chosen as a result of the tribute ability didnt have the creature enter the battlefield with +1/+1 counters as specified by the creatures tribute ability.
  • 702.105. Dethrone
  • 702.105a Dethrone is a triggered ability. Dethrone means Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on this creature.
  • 702.105b If a creature has multiple instances of dethrone, each triggers separately.
  • 702.106. Hidden Agenda
  • 702.106a Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. Hidden agenda means As you put this conspiracy card into the command zone, turn it face down and secretly choose a card name.
  • 702.106b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.
  • 702.106c Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule 116.2j.
  • 702.106d Hidden agenda and another ability of the object with hidden agenda that refers to the chosen name are linked. The second ability refers only to the card name chosen as a result of that objects hidden agenda ability. See rule 607.2d.
  • 702.106e If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players.
  • 702.106f Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You dont reveal that more than one name was secretly chosen until you reveal the chosen names.
  • 702.107. Outlast
  • 702.107a Outlast is an activated ability. Outlast [cost] means [Cost], {T}: Put a +1/+1 counter on this creature. Activate only as a sorcery.
  • 702.108. Prowess
  • 702.108a Prowess is a triggered ability. Prowess means Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.
  • 702.108b If a creature has multiple instances of prowess, each triggers separately.
  • 702.109. Dash
  • 702.109a Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. Dash [cost] means You may cast this card by paying [cost] rather than its mana cost, If this spells dash cost was paid, return the permanent this spell becomes to its owners hand at the beginning of the next end step, and As long as this permanents dash cost was paid, it has haste. Casting a spell for its dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.110. Exploit
  • 702.110a Exploit is a triggered ability. Exploit means When this creature enters the battlefield, you may sacrifice a creature.
  • 702.110b A creature with exploit exploits a creature when the controller of the exploit ability sacrifices a creature as that ability resolves.
  • 702.111. Menace
  • 702.111a Menace is an evasion ability.
  • 702.111b A creature with menace cant be blocked except by two or more creatures. (See rule 509, Declare Blockers Step.)
  • 702.111c Multiple instances of menace on the same creature are redundant.
  • 702.112. Renown
  • 702.112a Renown is a triggered ability. Renown N means When this creature deals combat damage to a player, if it isnt renowned, put N +1/+1 counters on it and it becomes renowned.
  • 702.112b Renowned is a designation that has no rules meaning other than to act as a marker that the renown ability and other spells and abilities can identify. Only permanents can be or become renowned. Once a permanent becomes renowned, it stays renowned until it leaves the battlefield. Renowned is neither an ability nor part of the permanents copiable values.
  • 702.112c If a creature has multiple instances of renown, each triggers separately. The first such ability to resolve will cause the creature to become renowned, and subsequent abilities will have no effect. (See rule 603.4)
  • 702.113. Awaken
  • 702.113a Awaken appears on some instants and sorceries. It represents two abilities: a static ability that functions while the spell with awaken is on the stack and a spell ability. Awaken N[cost] means You may pay [cost] rather than pay this spells mana cost as you cast this spell and If this spells awaken cost was paid, put N +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. Its still a land. Casting a spell using its awaken ability follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.113b The controller of a spell with awaken chooses the target of the awaken spell ability only if that player chose to pay the spells awaken cost. Otherwise the spell is cast as if it didnt have that target.
  • 702.114. Devoid
  • 702.114a Devoid is a characteristic-defining ability. Devoid means This object is colorless. This ability functions everywhere, even outside the game. See rule 604.3.
  • 702.115. Ingest
  • 702.115a Ingest is a triggered ability. Ingest means Whenever this creature deals combat damage to a player, that player exiles the top card of their library.
  • 702.115b If a creature has multiple instances of ingest, each triggers separately.
  • 702.116. Myriad
  • 702.116a Myriad is a triggered ability that may also create a delayed triggered ability. Myriad means Whenever this creature attacks, for each opponent other than defending player, you may create a token thats a copy of this creature thats tapped and attacking that player or a planeswalker they control. If one or more tokens are created this way, exile the tokens at end of combat.
  • 702.116b If a creature has multiple instances of myriad, each triggers separately.
  • 702.117. Surge
  • 702.117a Surge is a static ability that functions while the spell with surge is on the stack. Surge [cost] means You may pay [cost] rather than pay this spells mana cost as you cast this spell if you or one of your teammates has cast another spell this turn. Casting a spell for its surge cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.118. Skulk
  • 702.118a Skulk is an evasion ability.
  • 702.118b A creature with skulk cant be blocked by creatures with greater power. (See rule 509, Declare Blockers Step.)
  • 702.118c Multiple instances of skulk on the same creature are redundant.
  • 702.119. Emerge
  • 702.119a Emerge represents two static abilities that function while the spell with emerge is on the stack. Emerge [cost] means You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost and If you chose to pay this spells emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creatures mana value. Casting a spell using its emerge ability follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.119b You choose which creature to sacrifice as you choose to pay a spells emerge cost (see rule 601.2b), and you sacrifice that creature as you pay the total cost (see rule 601.2h).
  • 702.120. Escalate
  • 702.120a Escalate is a static ability of modal spells (see rule 700.2) that functions while the spell with escalate is on the stack. Escalate [cost] means For each mode you choose beyond the first as you cast this spell, you pay an additional [cost]. Paying a spells escalate cost follows the rules for paying additional costs in rules 601.2fh.
  • 702.121. Melee
  • 702.121a Melee is a triggered ability. Melee means Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.
  • 702.121b If a creature has multiple instances of melee, each triggers separately.
  • 702.122. Crew
  • 702.122a Crew is an activated ability of Vehicle cards. Crew N means Tap any number of untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.
  • 702.122b A creature crews a Vehicle when its tapped to pay the cost to activate a Vehicles crew ability.
  • 702.122c If an effect states that a creature cant crew Vehicles, that creature cant be tapped to pay the crew cost of a Vehicle.
  • 702.123. Fabricate
  • 702.123a Fabricate is a triggered ability. Fabricate N means When this permanent enters the battlefield, you may put N +1/+1 counters on it. If you dont, create N 1/1 colorless Servo artifact creature tokens.
  • 702.123b If a permanent has multiple instances of fabricate, each triggers separately.
  • 702.124. Partner
  • 702.124a Partner is an ability that modifies the rules for deck construction in the Commander variant (see rule 903), and it functions before the game begins. Rather than a single legendary creature card, you may designate two legendary creature cards as your commander if each has partner.
  • 702.124b Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone.
  • 702.124c A rule or effect that refers to your commanders color identity refers to the combined color identities of your two commanders. See rule 903.4.
  • 702.124d Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast (see rule 903.6). When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately (see rule 903.10a).
  • 702.124e If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied.
  • 702.124f Partner with [name] is a variant of the partner ability. Partner with [name] represents two abilities. One is a static ability that modifies the rules for deck construction. Rather than a single legendary creature card, you may designate two legendary creature cards as your commander if each has a partner with [name] ability with the others name. You cant designate two legendary cards as your commander if one has a partner with [name] ability and the other isnt the named card. The other ability represented by partner with [name] is a triggered ability that means When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library.
  • 702.125. Undaunted
  • 702.125a Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means This spell costs {1} less to cast for each opponent you have.
  • 702.125b Players who have left the game are not counted when determining how many opponents you have.
  • 702.125c If a spell has multiple instances of undaunted, each of them applies.
  • 702.126. Improvise
  • 702.126a Improvise is a static ability that functions while the spell with improvise is on the stack. Improvise means For each generic mana in this spells total cost, you may tap an untapped artifact you control rather than pay that mana.
  • 702.126b The improvise ability isnt an additional or alternative cost and applies only after the total cost of the spell with improvise is determined.
  • 702.126c Multiple instances of improvise on the same spell are redundant.
  • 702.127. Aftermath
  • 702.127a Aftermath is an ability found on some split cards (see rule 708, Split Cards). It represents three static abilities. Aftermath means You may cast this half of this split card from your graveyard, This half of this split card cant be cast from any zone other than a graveyard, and If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.
  • 702.128. Embalm
  • 702.128a Embalm is an activated ability that functions while the card with embalm is in a graveyard. Embalm [cost] means [Cost], Exile this card from your graveyard: Create a token thats a copy of this card, except its white, it has no mana cost, and its a Zombie in addition to its other types. Activate only as a sorcery.
  • 702.128b A token is embalmed if its created by a resolving embalm ability.
  • 702.129. Eternalize
  • 702.129a Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. Eternalize [cost] means [Cost], Exile this card from your graveyard: Create a token thats a copy of this card, except its black, its 4/4, it has no mana cost, and its a Zombie in addition to its other types. Activate only as a sorcery.
  • 702.130. Afflict
  • 702.130a Afflict is a triggered ability. Afflict N means Whenever this creature becomes blocked, defending player loses N life.
  • 702.130b If a creature has multiple instances of afflict, each triggers separately.
  • 702.131. Ascend
  • 702.131a Ascend on an instant or sorcery spell represents a spell ability. It means If you control ten or more permanents and you dont have the citys blessing, you get the citys blessing for the rest of the game.
  • 702.131b Ascend on a permanent represents a static ability. It means Any time you control ten or more permanents and you dont have the citys blessing, you get the citys blessing for the rest of the game.
  • 702.131c The citys blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the citys blessing at the same time.
  • 702.131d After a player gets the citys blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.
  • 702.132. Assist
  • 702.132a Assist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spells total cost.
  • 702.133. Jump-Start
  • 702.133a Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a players graveyard and another that functions while the card is on the stack. Jump-start means You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by discarding a card as an additional cost to cast it and If this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack. Casting a spell using its jump-start ability follows the rules for paying additional costs in rules 601.2b and 601.2fh.
  • 702.134. Mentor
  • 702.134a Mentor is a triggered ability. Mentor means Whenever this creature attacks, put a +1/+1 counter on target attacking creature with power less than this creatures power.
  • 702.134b If a creature has multiple instances of mentor, each triggers separately.
  • 702.135. Afterlife
  • 702.135a Afterlife is a triggered ability. Afterlife N means When this permanent is put into a graveyard from the battlefield, create N 1/1 white and black Spirit creature tokens with flying.
  • 702.135b If a permanent has multiple instances of afterlife, each triggers separately.
  • 702.136. Riot
  • 702.136a Riot is a static ability. Riot means You may have this permanent enter the battlefield with an additional +1/+1 counter on it. If you dont, it gains haste.
  • 702.136b If a permanent has multiple instances of riot, each works separately.
  • 702.137. Spectacle
  • 702.137a Spectacle is a static ability that functions on the stack. Spectacle [cost] means You may pay [cost] rather than pay this spells mana cost if an opponent lost life this turn. Casting a spell for its spectacle cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.138. Escape
  • 702.138a Escape represents a static ability that functions while the card with escape is in a players graveyard. Escape [cost] means You may cast this card from your graveyard by paying [cost] rather than paying its mana cost. Casting a spell using its escape ability follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.138b A spell or permanent escaped if that spell or the spell that became that permanent as it resolved was cast from a graveyard with an escape ability.
  • 702.138c An ability that reads [This permanent] escapes with . . . means If this permanent escaped, it enters the battlefield with . . . That ability may have a triggered ability linked to it that triggers When it enters the battlefield this way. (See rule 603.11.) Such a triggered ability triggers when that permanent enters the battlefield after its replacement effect was applied, even if that replacement effect had no effect.
  • 702.139. Companion
  • 702.139a Companion is a keyword ability that functions outside the game. Its written as Companion[Condition]. Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesnt use the stack (see rule 116.2g). This is a change from previous rules.
  • 702.139b If a companion ability refers to your starting deck, it refers to your deck after youve set aside any sideboard cards. In a Commander game, this is also before youve set aside your commander.
  • 702.139c Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends.
  • 702.140. Mutate
  • 702.140a Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. Mutate [cost] means You may pay [cost] rather than pay this spells mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell. Casting a spell using its mutate ability follows the rules for paying alternative costs (see 601.2b and 601.2fh).
  • 702.140b As a mutating creature spell begins resolving, if its target is illegal, it ceases to be a mutating creature spell and continues resolving as a creature spell and will be put onto the battlefield under the control of the spells controller.
  • 702.140c As a mutating creature spell resolves, if its target is legal, it doesnt enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 721, Merging with Permanents). The spells controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent.
  • 702.140d An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell.
  • 702.140e A mutated permanent has all abilities of each card and token that represents it. Its other characteristics are derived from the topmost card or token.
  • 702.140f Any effect that refers to or modifies the mutating creature spell refers to or modifies the mutated permanent it merges with as it resolves.
  • 702.141. Encore
  • 702.141a Encore is an activated ability that functions while the card with encore is in a graveyard. Encore [cost] means [Cost], Exile this card from your graveyard: For each opponent, create a token thats a copy of this card that attacks that opponent this turn if able. The tokens gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.
  • 702.142. Boast
  • 702.142a A boast ability is a special kind of activated ability. Boast [Cost]: [Effect] means [Cost]: [Effect]. Activate this ability only if this creature attacked this turn and only once each turn.
  • 702.142b Effects may refer to boast abilities. If an effect refers to a creature boasting, it means its boast ability being activated.
  • 702.143. Foretell
  • 702.143a Foretell is a keyword that functions while the card with foretell is in a players hand. Any time a player has priority during their turn, that player may pay {2} and exile a card with foretell from their hand face down. That player may look at that card as long as it remains in exile. They may cast that card after the current turn has ended by paying any foretell cost it has rather than paying that spells mana cost. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
  • 702.143b Exiling a card using its foretell ability is a special action, which doesnt use the stack. See rule 116, Special Actions.
  • 702.143c If an effect refers to foretelling a card, it means performing the special action associated with a foretell ability. If an effect refers to a card or spell that was foretold, it means a card put in the exile zone as a result of the special action associated with a foretell ability, or a spell that was a foretold card before it was cast, even if it was cast for a cost other than a foretell cost.
  • 702.143d If an effect states that a card in exile becomes foretold, that card becomes a foretold card. That effect may give the card a foretell cost. That card may be cast for any foretell cost it has after the turn it became a foretold card has ended, even if the resulting spell doesnt have foretell.
  • 702.143e If a player owns multiple foretold cards in exile, they must ensure that those cards can be easily differentiated from each other and from any other face-down cards in exile which that player owns. This includes knowing both the order in which those cards were put into exile and any foretell costs other than their printed foretell costs those cards may have.
  • 702.143f If a player leaves the game, all face-down foretold cards that player owns must be revealed to all players. At the end of each game, all face-down foretold cards must be revealed to all players.
  • 702.144. Demonstrate
  • 702.144a Demonstrate is a triggered ability. Demonstrate means When you cast this spell, you may copy it and you may choose new targets for the copy. If you copy the spell, choose an opponent. That player copies the spell and may choose new targets for that copy.