Magic: The Gathering Comprehensive Rules - Wizards of the Coast
Magic: The Gathering Comprehensive Rules
These rules are effective as of November 1, 2013.
Introduction
This document is designed for people who¡¯ve moved beyond the basics of the Magic: The Gathering?
game. If you¡¯re a beginning Magic? player, you¡¯ll probably find these rules intimidating. They¡¯re
intended to be the ultimate authority for the game, and you won¡¯t usually need to refer to them except in
specific cases or during competitive games.
For casual play and most ordinary situations, you¡¯ll find what you need in the Magic: The Gathering basic
rulebook. You can download a copy of that rulebook from the Wizards of the Coast? Magic rules website
at Magic/Rules. If you¡¯re sure this is where you want to be, keep reading.
This document includes a series of numbered rules followed by a glossary. Many of the numbered rules are
divided into subrules, and each separate rule and subrule of the game has its own number. (Note that
subrules skip the letters ¡°l¡± and ¡°o¡± due to potential confusion with the numbers ¡°1¡± and ¡°0¡±; subrule
704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.)
We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in which
the interaction of specific cards requires a precise answer. If you have questions, you can get the answers
from us at CustomerService. Additional contact information is on the last page of these
rules.
In response to play issues and to keep these rules as current as possible, changes may have been made to
this document since its publication. See the Wizards of the Coast Magic rules website at
Magic/Rules for the current version of the official rules.
Contents
1. Game Concepts
100. General
101. The Magic Golden Rules
102. Players
103. Starting the Game
104. Ending the Game
105. Colors
106. Mana
107. Numbers and Symbols
108. Cards
109. Objects
110. Permanents
111. Spells
112. Abilities
113. Emblems
114. Targets
115. Special Actions
116. Timing and Priority
117. Costs
118. Life
119. Damage
120. Drawing a Card
121. Counters
2. Parts of a Card
200. General
201. Name
202. Mana Cost and Color
203. Illustration
204. Color Indicator
205. Type Line
206. Expansion Symbol
207. Text Box
208. Power/Toughness
209. Loyalty
210. Hand Modifier
211. Life Modifier
212. Information Below the Text Box
3. Card Types
300. General
301. Artifacts
302. Creatures
303. Enchantments
304. Instants
305. Lands
306. Planeswalkers
307. Sorceries
308. Tribals
309. Planes
310. Phenomena
311. Vanguards
312. Schemes
4. Zones
400. General
401. Library
402. Hand
403. Battlefield
404. Graveyard
405. Stack
406. Exile
407. Ante
408. Command
5. Turn Structure
500. General
501. Beginning Phase
502. Untap Step
503. Upkeep Step
504. Draw Step
505. Main Phase
506. Combat Phase
507. Beginning of Combat Step
508. Declare Attackers Step
509. Declare Blockers Step
510. Combat Damage Step
511. End of Combat Step
512. Ending Phase
513. End Step
514. Cleanup Step
6. Spells, Abilities, and Effects
600. General
601. Casting Spells
602. Activating Activated Abilities
603. Handling Triggered Abilities
604. Handling Static Abilities
605. Mana Abilities
606. Loyalty Abilities
607. Linked Abilities
608. Resolving Spells and Abilities
609. Effects
610. One-Shot Effects
611. Continuous Effects
612. Text-Changing Effects
613. Interaction of Continuous Effects
614. Replacement Effects
615. Prevention Effects
616. Interaction of Replacement and/or Prevention Effects
7. Additional Rules
700. General
701. Keyword Actions
702. Keyword Abilities
703. Turn-Based Actions
704. State-Based Actions
705. Flipping a Coin
706. Copying Objects
707. Face-Down Spells and Permanents
708. Split Cards
709. Flip Cards
710. Leveler Cards
711. Double-Faced Cards
712. Controlling Another Player
713. Ending the Turn
714. Restarting the Game
715. Subgames
716. Taking Shortcuts
717. Handling Illegal Actions
8. Multiplayer Rules
800. General
801. Limited Range of Influence Option
802. Attack Multiple Players Option
803. Attack Left and Attack Right Options
804. Deploy Creatures Option
805. Shared Team Turns Option
806. Free-for-All Variant
807. Grand Melee Variant
808. Team vs. Team Variant
809. Emperor Variant
810. Two-Headed Giant Variant
811. Alternating Teams Variant
9. Casual Variants
900. General
901. Planechase
902. Vanguard
903. Commander
904. Archenemy
Glossary
Credits
1. Game Concepts
100. General
100.1. These Magic rules apply to any Magic game with two or more players, including two-player
games and multiplayer games.
100.1a A two-player game is a game that begins with only two players.
100.1b A multiplayer game is a game that begins with more than two players. See section 8,
¡°Multiplayer Rules.¡±
100.2. To play, each player needs his or her own deck of traditional Magic cards, small items to
represent any tokens and counters, and some way to clearly track life totals.
100.2a In constructed play (a way of playing in which each player creates his or her own deck
ahead of time), each deck must contain at least sixty cards. A constructed deck may contain any
number of basic land cards and no more than four of any card with a particular English name
other than basic land cards.
100.2b In limited play (a way of playing in which each player gets the same quantity of unopened
Magic product and creates his or her own deck using only this product), each deck must contain
at least forty cards. A limited deck may contain as many duplicates of a card as are included
with the product.
100.3. Some casual variants require additional items, such as specially designated cards, nontraditional
Magic cards, and dice. See section 9, ¡°Casual Variants.¡±
100.4. Each player may also have a sideboard, which is a group of additional cards the player may use
to modify his or her deck between games of a match.
100.4a In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit
(see rule 100.2a) applies to the combined deck and sideboard.
100.4b In limited play involving individual players, all cards a player opens but doesn¡¯t include in
his or her deck are in that player¡¯s sideboard.
100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards a team opens
but doesn¡¯t include in either player¡¯s deck are in that team¡¯s sideboard.
100.4d In limited play involving other multiplayer team variants, each card a team opens but
doesn¡¯t include in any player¡¯s deck is assigned to the sideboard of one of those players. Each
player has his or her own sideboard; cards may not be transferred between players.
100.5. There is no maximum deck size.
100.6. Most Magic tournaments (organized play activities where players compete against other players
to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules
(found at WPN/Events/Rules.aspx). These rules may limit the use of some cards,
including barring all cards from some older sets.
100.6a Tournaments usually consist of a series of matches. A two-player match usually involves
playing until one player has won two games. A multiplayer match usually consists of only one
game.
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