702.1.
Most abilities describe exactly what they do in the card‘s 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.
702.2.
Deathtouch
702.2a
Deathtouch is a static ability.
702.2b
Any nonzero amount of combat damage assigned to a creature by a source with deathtouch
is considered to be lethal damage, regardless of that creature‘s toughness. See rules 510.1c–d.
702.2c
A creature with toughness greater than 0 that‘s 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.
702.2d
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 can‘t 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 on Auras, see rule 303, «Enchantments.»
702.5c
If an Aura has multiple instances of enchant, all of them apply. The Aura‘s target must
follow the restrictions from all the instances of enchant. The Aura can enchant only objects or
players that match all of its enchant abilities.
702.5d
Auras that can enchant a player can target and be attached to players. Such Auras can‘t
target permanents and can‘t be attached to permanents.
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 this ability only any time you could cast a
sorcery.»
702.6b
For more information about Equipment, see rule 301, «Artifacts.»
702.6c
If a permanent has multiple instances of equip, 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 won‘t prevent 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 won‘t 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 it‘s 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 can‘t be blocked except by creatures with flying and/or reach. A
creature with flying can block a creature with or without flying. (See rule 509, «Declare
Blockers Step,» and rule 702.16, «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 hasn‘t been controlled by its controller
continuously since his or her 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 hasn‘t been controlled by that player
continuously since his or her 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 can‘t be the target of spells or abilities
your opponents control.»
702.11c
«Hexproof» on a player means «You can‘t be the target of spells or abilities your opponents
control.»
702.11d
Multiple instances of hexproof on the same permanent or player are redundant.
702.12.
Intimidate
702.12a
Intimidate is an evasion ability.
702.12b
A creature with intimidate can‘t be blocked except by artifact creatures and/or creatures
that share a color with it. (See rule 509, «Declare Blockers Step.»)
702.12c
Multiple instances of intimidate on the same creature are redundant.
702.13.
Landwalk
702.13a
Landwalk is a generic term that appears within an object‘s 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.
702.13b
Landwalk is an evasion ability.
702.13c
A creature with landwalk is unblockable 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.»)
702.13d
Landwalk abilities don‘t «cancel» one another.
Example: If a player controls a snow Forest, that player can?t block an attacking
creature with snow forestwalk even if he or she also controls a creature with snow
forestwalk.
702.13e
Multiple instances of the same kind of landwalk on the same creature are redundant.
702.14.
Lifelink
702.14a
Lifelink is a static ability.
702.14b
Damage dealt by a source with lifelink causes that source‘s 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 119.3.
702.14c
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.
702.14d
The lifelink rules function no matter what zone an object with lifelink deals damage from.
702.14e
Multiple instances of lifelink on the same object are redundant.
702.15.
Protection
702.15a
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. 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.
702.15b
A permanent or player with protection can‘t be targeted by spells with the stated quality
and can‘t be targeted by abilities from a source with the stated quality.
702.15c
A permanent or player with protection can‘t 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.»)
702.15d
A permanent with protection can‘t 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.»)
702.15e
Any damage that would be dealt by sources that have the stated quality to a permanent or
player with protection is prevented.
702.15f
Attacking creatures with protection can‘t be blocked by creatures that have the stated
quality.
702.15g
«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].
702.15h
«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.
702.15i
«Protection from everything» is a variant of the protection ability. A permanent with
protection from everything has protection from each object regardless of that object‘s
characteristic values. Such a permanent can‘t 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.
702.15j
Multiple instances of protection from the same quality on the same permanent or player are
redundant.
702.16.
Reach
702.16a
Reach is a static ability.
702.16b
A creature with flying can‘t be blocked except by creatures with flying and/or reach. (See
rule 509, «Declare Blockers Step,» and rule 702.9, «Flying.»)
702.16c
Multiple instances of reach on the same creature are redundant.
702.17.
Shroud
702.17a
Shroud is a static ability. «Shroud» means «This permanent or player can‘t be the target of
spells or abilities.»
702.17b
Multiple instances of shroud on the same permanent or player are redundant.
702.18.
Trample
702.18a
Trample is a static ability that modifies the rules for assigning an attacking creature‘s
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.»)
702.18b
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 remaining
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 that‘s being
assigned during the same combat damage step, but not any abilities or effects that might change
the amount of damage that‘s actually dealt. The attacking creature‘s controller need not assign
lethal damage to all those blocking creatures but in that case can‘t assign any damage to the
player or planeswalker it‘s attacking.
Example: A 2/2 creature that can block an additional creature blocks two attackers: a
1/1 with no abilities a 3/3 with trample. The active player could assign 1 damage from
the first attacker and 1 damage from the second to the blocking creature, and 2 damage
to the defending player from the creature with trample.
Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection
from green. The attacking creature?s controller must assign at least 2 damage to the
blocker, even though that damage will be prevented by the blocker?s protection ability.
The attacking creature?s controller can divide the rest of the damage as he or she
chooses between the blocking creature and the defending player.
702.18c
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 it‘s attacking.
702.18d
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 planeswalker‘s loyalty.
702.18e
Multiple instances of trample on the same creature are redundant.
702.19.
Vigilance
702.19a
Vigilance is a static ability that modifies the rules for the declare attackers step.
702.19b
Attacking doesn‘t cause creatures with vigilance to tap. (See rule 508, «Declare Attackers
Step.»)
702.19c
Multiple instances of vigilance on the same creature are redundant.
702.20.
Banding
702.20a
Banding is a static ability that modifies the rules for combat.
702.20b
«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.
702.20c
As a player declares attackers, he or she 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.» He or she 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 he or she wants, but each
creature may be a member of only one of them. (Defending players can‘t declare bands but may
use banding in a different way; see rule 702.20j.)
702.20d
All creatures in an attacking band must attack the same player or planeswalker.
702.20e
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.
702.20f
An attacking creature that‘s removed from combat is also removed from the band it was in.
702.20g
Banding doesn‘t cause attacking creatures to share abilities, nor does it remove any
abilities. The attacking creatures in a band are separate permanents.
702.20h
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.
Example: A player attacks with a band consisting of a creature with flying and a
creature with swampwalk. The defending player, who controls a Swamp, can block the
flying creature if able. If he or she does, then the creature with swampwalk will also
become blocked by the blocking creature(s).
702.20i
If one member of a band would become blocked due to an effect, the entire band becomes
blocked.
702.20j
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
creature‘s damage is assigned. That player can divide that creature‘s combat damage as he or
she chooses among any number of creatures blocking it. This is an exception to the procedure
described in rule 510.1c.
702.20k
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 creature‘s damage is
assigned. That player can divide that creature‘s combat damage as he or she chooses among any
number of creatures it‘s blocking. This is an exception to the procedure described in rule
510.1d
.
702.20m
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.
702.21.
Rampage
702.21a
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.»)
702.21b
The rampage bonus is calculated only once per combat, when the triggered ability resolves.
Adding or removing blockers later in combat won‘t change the bonus.
702.21c
If a creature has multiple instances of rampage, each triggers separately.
702.22.
Cumulative Upkeep
702.22a
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 don‘t, 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 aren‘t allowed.
Example: A creature has “Cumulative upkeep
or
” and two age counters on it.
When its ability next triggers and resolves, the creature?s controller puts an age counter
on it and then may pay
,
,
, or
to keep the
creature on the battlefield.
Example: A creature has “Cumulative upkeep—Sacrifice a creature” and one age
counter on it. When its ability next triggers and resolves, its controller can?t choose the
same creature to sacrifice twice. Either two different creatures must be sacrificed, or the
creature with cumulative upkeep must be sacrificed.
702.22b
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.
Example: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The
creature has no age counters, and both cumulative upkeep abilities trigger. When the
first ability resolves, the controller adds a counter and then chooses to pay 1 life. When
the second ability resolves, the controller adds another counter and then chooses to pay
an additional 2 life.
702.23.
Flanking
702.23a
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.»
702.23b
If a creature has multiple instances of flanking, each triggers separately.
702.24.
Phasing
702.24a
Phasing is a static ability that modifies the rules of the untap step. During each player‘s
untap step, before the active player untaps his or her permanents, all phased-in permanents with
phasing that player controls «phase out.» Simultaneously, all phased-out permanents that had
phased out under that player‘s control «phase in.»
702.24b
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 can‘t affect or be affected by anything else in the game.
Example: You control three creatures, one of which is phased out. You cast a spell that
says “Draw a card for each creature you control.” You draw two cards.
Example: You control a phased-out creature. You cast a spell that says “Destroy all
creatures.” The phased-out creature is not destroyed.
702.24c
If a permanent phases in, its status changes to «phased in.» The game once again treats it as
though it exists.
702.24d
The phasing event doesn‘t actually cause a permanent to change zones or control, even
though it‘s treated as though it‘s not on the battlefield and not under its controller‘s control
while it‘s phased out. Zone-change triggers don‘t trigger when a permanent phases in or out.
Counters remain on a permanent while it‘s phased out. Effects that check a phased-in
permanent‘s history won‘t treat the phasing event as having caused the permanent to leave or
enter the battlefield or its controller‘s control.
702.24e
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 it‘s 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.
702.24f
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 won‘t phase in
by itself, but instead phases in along with the permanent it‘s attached to.
702.24g
If an object would simultaneously phase out directly and indirectly, it just phases out
indirectly.
702.24h
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 704.5n and 704.5p.)
702.24i
Abilities that trigger when a permanent becomes attached or unattached from an object or
player don‘t trigger when that permanent phases in or out.
702.24j
Phased-out permanents owned by a player who leaves the game also leave the game. This
doesn‘t trigger zone-change triggers. See rule 800.4.
702.24k
Phased-out tokens cease to exist as a state-based action. See rule 704.5d.
702.24m
If an effect causes a player to skip his or her untap step, the phasing event simply doesn‘t
occur that turn.
702.24n
Multiple instances of phasing on the same permanent are redundant.
702.25.
Buyback
702.25a
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 owner‘s
hand instead of into that player‘s graveyard as it resolves.» Paying a spell‘s buyback cost
follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
702.26.
Shadow
702.26a
Shadow is an evasion ability.
702.26b
A creature with shadow can‘t be blocked by creatures without shadow, and a creature
without shadow can‘t be blocked by creatures with shadow. (See rule 509, «Declare Blockers
Step.»)
702.26c
Multiple instances of shadow on the same creature are redundant.
702.27.
Cycling
702.27a
Cycling is an activated ability that functions only while the card with cycling is in a
player‘s hand. «Cycling [cost]» means «[Cost], Discard this card: Draw a card.»
702.27b
Although the cycling ability can be activated only if the card is in a player‘s hand, it
continues to exist while the object is on the battlefield and in all other zones. Therefore objects
with cycling will be affected by effects that depend on objects having one or more activated
abilities.
702.27c
Some cards with cycling have abilities that trigger when they‘re cycled. «When you cycle
[this card]» means «When you discard [this card] to pay a cycling cost.» These abilities trigger
from whatever zone the card winds up in after it‘s cycled.
702.27d
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»).
702.27e
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 a
typecycling cost. 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.
702.28.
Echo
702.28a
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].»
702.28b
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.
702.29.
Horsemanship
702.29a
Horsemanship is an evasion ability.
702.29b
A creature with horsemanship can‘t be blocked by creatures without horsemanship. A
creature with horsemanship can block a creature with or without horsemanship. (See rule 509,
«Declare Blockers Step.»)
702.29c
Multiple instances of horsemanship on the same creature are redundant.
702.30.
Fading
702.30a
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 can‘t, sacrifice the permanent.»
702.31.
Kicker
702.31a
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 spell‘s kicker
cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
702.31b
The phrase «Kicker [cost 1] and/or [cost 2]» means the same thing as «Kicker [cost 1],
kicker [cost 2].»
702.31c
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.
702.31d
If a spell‘s controller declares the intention to pay any of that spell‘s 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.
702.31e
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.»
702.31f
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
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.
702.31g
If part of a spell‘s ability has its effect only if that spell was kicked, and that part of the
ability includes any targets, the spell‘s 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.
702.32.
Flashback
702.32a
Flashback appears on some instants and sorceries. It represents two static abilities: one that
functions while the card is in a player‘s graveyard and the other that functions while the card is
on the stack. «Flashback [cost]» means «You may cast this card from your graveyard 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 601.2e–g.
702.33.
Madness
702.33a
Madness is a keyword that represents two abilities. The first is a static ability that functions
while the card with madness is in a player‘s 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 may exile it instead of putting it into his or her 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 doesn‘t, he or she puts this card into his or her graveyard.»
702.33b
Casting a spell using its madness ability follows the rules for paying alternative costs in
rules 601.2b and 601.2e–g.
702.34.
Fear
702.34a
Fear is an evasion ability.
702.34b
A creature with fear can‘t be blocked except by artifact creatures and/or black creatures.
(See rule 509, «Declare Blockers Step.»)
702.34c
Multiple instances of fear on the same creature are redundant.
702.35.
Morph
702.35a
Morph is a static ability that functions in any zone from which you could play the card it‘s
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, no expansion
symbol, and no mana cost by paying
rather than paying its mana cost.» (See rule 707,
«Face-Down Spells and Permanents.»)
702.35b
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, no expansion symbol, and no mana cost. Any
effects or prohibitions that would apply to casting a card with these characteristics (and not the
face-up card‘s characteristics) are applied to casting this card. These values are the copiable
values of that object‘s 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
rather than pay its mana cost. This follows the rules for paying
alternative costs. You can use morph 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.
702.35c
You can‘t cast a card face down if it doesn‘t have morph.
702.35d
If you have priority, you may turn a face-down permanent you control face up. This is a
special action; it doesn‘t use the stack (see rule 115). To do this, show all players what the
permanent‘s morph cost would be if it were face up, pay that cost, then turn the permanent face
up. (If the permanent wouldn‘t have a morph cost if it were face up, it can‘t 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 don‘t trigger when it‘s turned face up and don‘t
have any effect, because the permanent has already entered the battlefield.
702.35e
See rule 707, «Face-Down Spells and Permanents,» for more information on how to cast
cards with morph.
702.36.
Amplify
702.36a
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 can‘t reveal this
card or any other cards that are entering the battlefield at the same time as this card.»
702.36b
If a creature has multiple instances of amplify, each one works separately.
702.37.
Provoke
702.37a
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.»
702.37b
If a creature has multiple instances of provoke, each triggers separately.
702.38.
Storm
702.38a
Storm is a triggered ability that functions on the stack. «Storm» means «When you cast this
spell, put a copy of it onto the stack 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.»
702.38b
If a spell has multiple instances of storm, each triggers separately.
702.39.
Affinity
702.39a
Affinity is a static ability that functions while the spell is on the stack. «Affinity for [text]»
means «This spell costs you
less to cast for each [text] you control.»
702.39b
The affinity ability reduces only the amount of generic mana a spell‘s controller has to pay;
it doesn‘t reduce how much colored mana that player has to pay.
702.39c
If a spell has multiple instances of affinity, each of them applies.
702.40.
Entwine
702.40a
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
one. 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 601.2e–g.
702.40b
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.
702.41.
Modular
702.41a
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.»
702.41b
If a creature has multiple instances of modular, each one works separately.
702.42.
Sunburst
702.42a
Sunburst is a static ability that functions as an object is entering the battlefield from the
stack. «Sunburst» means «If this object is entering the battlefield from the stack as a creature, it
enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. If this
object is entering the battlefield from the stack and isn‘t entering the battlefield as a creature, it
enters the battlefield with a charge counter on it for each color of mana spent to cast it.»
702.42b
Sunburst applies only as the spell is resolving and only if one or more colored mana was
spent on its costs. Mana paid for additional or alternative costs applies.
702.42c
Sunburst can also be used to set a variable number for another ability. If the keyword is
used in this way, it doesn‘t matter whether the ability is on a creature spell or on a noncreature
spell.
Example: The ability “Modular—Sunburst” means “This permanent enters the
battlefield with a +1/+1 counter on it for each color of mana spent to cast 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.”
702.42d
If an object has multiple instances of sunburst, each one works separately.
702.43.
Bushido
702.43a
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.»)
702.43b
If a creature has multiple instances of bushido, each triggers separately.
702.44.
Soulshift
702.44a
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 converted mana cost N or
less from your graveyard to your hand.»
702.44b
If a permanent has multiple instances of soulshift, each triggers separately.
702.45.
Splice
702.45a
Splice is a static ability that functions while a card is in your hand. «Splice onto [subtype]
[cost]» means «You may reveal this card from your hand as you cast a [subtype] spell. If you do,
copy this card‘s text box onto that spell and pay [cost] as an additional cost to cast that spell.»
Paying a card‘s splice cost follows the rules for paying additional costs in rules 601.2b and
601.2e
–g.
Example: Since the card with splice remains in the player?s hand, it can later be cast
normally or spliced onto another spell. It can even be discarded to pay a “discard a
card” cost of the spell it?s spliced onto.
702.45b
You can‘t choose to use a splice ability if you can‘t make the required choices (targets,
etc.) for that card‘s instructions. You can‘t splice any one card onto the same spell more than
once. If you‘re splicing more than one card onto a spell, reveal them all at once and choose the
order in which their instructions will be followed. The instructions on the main spell have to be
followed first.
702.45c
The spell has the characteristics of the main spell, plus the text boxes of each of the spliced
cards. The spell doesn‘t gain any other characteristics (name, mana cost, color, supertypes, card
types, subtypes, etc.) of the spliced cards. Text copied onto 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.
Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray
deals 2 damage to target creature or player.” Suppose Glacial Ray is spliced onto
Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists
deals the damage. This means that the ability can target a creature with protection from
red and deal 2 damage to that creature.
702.45d
Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or
more targets will be countered if all of its targets are illegal on resolution.
702.45e
The spell loses any splice changes once it leaves the stack (for example, when it‘s
countered, it‘s exiled, or it resolves).
702.46.
Offering
702.46a
Offering is a static ability of a card that functions in any zone from which the card can be
cast. «[Subtype] offering» means «You may cast this card any time you could cast an instant by
sacrificing a [subtype] permanent. If you do, the total cost to cast this card is reduced by the
sacrificed permanent‘s mana cost.»
702.46b
The permanent is sacrificed at the same time the spell is announced (see rule 601.2a). The
total cost of the spell is reduced by the sacrificed permanent‘s mana cost (see rule 601.2e).
702.46c
Generic mana in the sacrificed permanent‘s mana cost reduces generic mana in the total
cost to cast the card with offering. Colored mana in the sacrificed permanent‘s mana cost
reduces mana of the same color in the total cost to cast the card with offering. Colored mana in
the sacrificed permanent‘s mana cost that doesn‘t match colored mana in the colored mana cost
of the card with offering, or is in excess of the card‘s colored mana cost, reduces that much
generic mana in the total cost.
702.47.
Ninjutsu
702.47a
Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a
player‘s hand. «Ninjutsu [cost]» means «[Cost], Reveal this card from your hand, Return an
unblocked attacking creature you control to its owner‘s hand: Put this card onto the battlefield
from your hand tapped and attacking.»
702.47b
The card with ninjutsu remains revealed from the time the ability is announced until the
ability leaves the stack.
702.47c
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 owner‘s hand.
702.48.
Epic
702.48a
Epic represents two spell abilities, one of which creates a delayed triggered ability. «Epic»
means «For the rest of the game, you can‘t cast spells,» and «At the beginning of each of your
upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any
targets, you may choose new targets for the copy.» See rule 706.10.
702.48b
A player can‘t cast spells once a spell with epic he or she controls resolves, but effects
(such as the epic ability itself) can still put copies of spells onto the stack.
702.49.
Convoke
702.49a
Convoke is a static ability that functions while the spell with convoke is on the stack.
«Convoke» means «As an additional cost to cast this spell, you may tap any number of untapped
creatures you control. Each creature tapped this way reduces the cost to cast this spell by
or
by one mana of any of that creature‘s colors.» Using the convoke ability follows the rules for
paying additional costs in rules 601.2b and 601.2e–g.
Example: You cast Guardian of Vitu-Ghazi, a spell with convoke that costs
.
You announce that you?re going to tap a colorless creature, a red creature, and a greenand-
white creature to help pay for it. The colorless creature and the red creature each
reduce the spell?s cost by
. You choose whether the green-white creature reduces the
spell?s cost by
,
, or
. Then the creatures become tapped as you pay Guardian
of Vitu-Ghazi?s cost.
702.49b
Multiple instances of convoke on the same spell are redundant.
702.50.
Dredge
702.50a
Dredge is a static ability that functions only while the card with dredge is in a player‘s
graveyard. «Dredge N» means «As long as you have at least N cards in your library, if you
would draw a card, you may instead put N cards from the top of your library into your
graveyard and return this card from your graveyard to your hand.»
702.50b
A player with fewer cards in his or her library than the number required by a dredge ability
can‘t put any of them into his or her graveyard this way.
702.51.
Transmute
702.51a
Transmute is an activated ability that functions only while the card with transmute is in a
player‘s hand. «Transmute [cost]» means «[Cost], Discard this card: Search your library for a
card with the same converted mana cost as the discarded card, reveal that card, and put it into
your hand. Then shuffle your library. Activate this ability only any time you could cast a
sorcery.»
702.51b
Although the transmute ability can be activated only if the card is in a player‘s hand, it
continues to exist while the object is on the battlefield and in all other zones. Therefore objects
with transmute will be affected by effects that depend on objects having one or more activated
abilities.
702.52.
Bloodthirst
702.52a
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.»
702.52b
«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.»
702.52c
If an object has multiple instances of bloodthirst, each applies separately.
702.53.
Haunt
702.53a
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.»
702.53b
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.
702.53c
Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the
exile zone.
702.54.
Replicate
702.54a
Replicate is a keyword that represents two abilities. The first is a static ability that
functions while the spell with replicate is on the stack. The second is a triggered ability that
functions while the spell with replicate is on the stack. «Replicate [cost]» means «As an
additional cost to cast this spell, you may pay [cost] any number of times» and «When you cast
this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If
the spell has any targets, you may choose new targets for any of the copies.» Paying a spell‘s
replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
702.54b
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.
702.55.
Forecast
702.55a
A forecast ability is a special kind of activated ability that can be activated only from a
player‘s hand. It‘s written «Forecast — [Activated ability].»
702.55b
A forecast ability may be activated only during the upkeep step of the card‘s owner and
only once each turn. The controller of the forecast ability reveals the card with that ability from
his or her hand as the ability is activated. That player plays with that card revealed in his or her
hand until it leaves the player‘s hand or until a step or phase that isn‘t an upkeep step begins,
whichever comes first.
702.56.
Graft
702.56a
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.»
702.56b
If a creature has multiple instances of graft, each one works separately.
702.57.
Recover
702.57a
Recover is a triggered ability that functions only while the card with recover is in a player‘s
graveyard. «Recover [cost]» means «When a creature is put into your graveyard from the
battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand.
Otherwise, exile this card.»
702.58.
Ripple
702.58a
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.»
702.58b
If a spell has multiple instances of ripple, each triggers separately.
702.59.
Split Second
702.59a
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 can‘t cast other spells
or activate abilities that aren‘t mana abilities.»
702.59b
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.
702.59c
Multiple instances of split second on the same spell are redundant.
702.60.
Suspend
702.60a
Suspend is a keyword that represents three abilities. The first is a static ability that
functions while the card with suspend is in a player‘s 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 doesn‘t 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 it‘s exiled, play it without paying its mana cost if able. If you can‘t, 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.»
702.60b
A card is «suspended» if it‘s in the exile zone, has suspend, and has a time counter on it.
702.60c
Casting a spell as an effect of its suspend ability follows the rules for paying alternative
costs in rules 601.2b and 601.2e–g.
702.61.
Vanishing
702.61a
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.»
702.61b
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.»
702.61c
If a permanent has multiple instances of vanishing, each works separately.
702.62.
Absorb
702.62a
Absorb is a static ability. «Absorb N» means «If a source would deal damage to this
creature, prevent N of that damage.»
702.62b
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.
702.62c
If an object has multiple instances of absorb, each applies separately.
702.63.
Aura Swap
702.63a
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.»
702.63b
If either half of the exchange can‘t be completed, the ability has no effect.
Example: You activate the aura swap ability of an Aura. The only Aura card in your
hand can?t enchant the permanent that?s enchanted by the Aura with aura swap. The
ability has no effect.
Example: You activate the aura swap ability of an Aura that you control but you don?t
own. The ability has no effect.
702.64.
Delve
702.64a
Delve is a static ability that functions while the spell that has delve is on the stack. «Delve»
means «As an additional cost to cast this spell, you may exile any number of cards from your
graveyard. Each card exiled this way reduces the cost to cast this spell by
.» Using the delve
ability follows the rules for paying additional costs in rules 601.2b and 601.2e–g.
702.64b
Multiple instances of delve on the same spell are redundant.
702.65.
Fortify
702.65a
Fortify is an activated ability of Fortification cards. «Fortify [cost]» means «[Cost]: Attach
this Fortification to target land you control. Activate this ability only any time you could cast a
sorcery.»
702.65b
For more information about Fortifications, see rule 301, «Artifacts.»
702.65c
If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
702.66.
Frenzy
702.66a
Frenzy is a triggered ability. «Frenzy N» means «Whenever this creature attacks and isn‘t
blocked, it gets +N/+0 until end of turn.»
702.66b
If a creature has multiple instances of frenzy, each triggers separately.
702.67.
Gravestorm
702.67a
Gravestorm is a triggered ability that functions on the stack. «Gravestorm» means «When
you cast this spell, put a copy of it onto the stack 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.»
702.67b
If a spell has multiple instances of gravestorm, each triggers separately.
702.68.
Poisonous
702.68a
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.)
702.68b
If a creature has multiple instances of poisonous, each triggers separately.
702.69.
Transfigure
702.69a
Transfigure is an activated ability. «Transfigure [cost]» means «[Cost], Sacrifice this
permanent: Search your library for a creature card with the same converted mana cost as this
permanent and put it onto the battlefield. Then shuffle your library. Activate this ability only
any time you could cast a sorcery.»
702.70.
Champion
702.70a
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
owner‘s control.»
702.70b
The two abilities represented by champion are linked. See rule 607, «Linked Abilities.»
702.70c
A permanent is «championed» by another permanent if the latter exiles the former as the
direct result of a champion ability.
702.71.
Changeling
702.71a
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.
702.71b
Multiple instances of changeling on the same object are redundant.
702.72.
Evoke
702.72a
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.» Paying a card‘s evoke cost follows the rules for paying alternative costs in rules 601.2b and
601.2e
–g.
702.73.
Hideaway
702.73a
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.‘»
702.74.
Prowl
702.74a
Prowl is a static ability that functions on the stack. «Prowl [cost]» means «You may pay
[cost] rather than pay this spell‘s 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 spell‘s
creature types.» Paying a spell‘s prowl cost follows the rules for paying alternative costs in rules
601.2b
and 601.2e–g.
702.75.
Reinforce
702.75a
Reinforce is an activated ability that functions only while the card with reinforce is in a
player‘s hand. «Reinforce N—[cost]» means «[Cost], Discard this card: Put N +1/+1 counters on
target creature.»
702.75b
Although the reinforce ability can be activated only if the card is in a player‘s hand, it
continues to exist while the object is on the battlefield and in all other zones. Therefore objects
with reinforce will be affected by effects that depend on objects having one or more activated
abilities.
702.76.
Conspire
702.76a
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 spell‘s conspire cost follows the rules for
paying additional costs in rules 601.2b and 601.2e–g.
702.76b
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.
702.77.
Persist
702.77a
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 owner‘s
control with a -1/-1 counter on it.»
702.78.
Wither
702.78a
Wither is a static ability. Damage dealt to a creature by a source with wither isn‘t marked
on that creature. Rather, it causes that many -1/-1 counters to be put on that creature. See rule
119.3.
702.78b
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.
702.78c
The wither rules function no matter what zone an object with wither deals damage from.
702.78d
Multiple instances of wither on the same object are redundant.
702.79.
Retrace
702.79a
Retrace appears on some instants and sorceries. It represents a static ability that functions
while the card with retrace is in a player‘s 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 601.2e–
g.
702.80.
Devour
702.80a
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.»
702.80b
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.»
702.81.
Exalted
702.81a
Exalted is a triggered ability. «Exalted» means «Whenever a creature you control attacks
alone, that creature gets +1/+1 until end of turn.»
702.81b
A creature «attacks alone» if it‘s the only creature declared as an attacker in a given combat
phase. See rule 506.5.
702.82.
Unearth
702.82a
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 this ability only any time you could cast a sorcery.»
702.83.
Cascade
702.83a
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 converted mana cost is less than this spell‘s converted mana
cost. You may cast that card without paying its mana cost. Then put all cards exiled this way
that weren‘t cast on the bottom of your library in a random order.»
702.83b
If a spell has multiple instances of cascade, each triggers separately.
702.84.
Annihilator
702.84a
Annihilator is a triggered ability. «Annihilator N» means «Whenever this creature attacks,
defending player sacrifices N permanents.»
702.84b
If a creature has multiple instances of annihilator, each triggers separately.
702.85.
Level Up
702.85a
Level up is an activated ability. «Level up [cost]» means «[Cost]: Put a level counter on this
permanent. Activate this ability only any time you could cast a sorcery.»
702.85b
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.»
702.86.
Rebound
702.86a
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.»
702.86b
Casting a card without paying its mana cost as the result of a rebound ability follows the
rules for paying alternative costs in rules 601.2b and 601.2e–g.
702.86c
Multiple instances of rebound on the same spell are redundant.
702.87.
Totem Armor
702.87a
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.»
702.88.
Infect
702.88a
Infect is a static ability.
702.88b
Damage dealt to a player by a source with infect doesn‘t cause that player to lose life.
Rather, it causes the player to get that many poison counters. See rule 119.3.
702.88c
Damage dealt to a creature by a source with infect isn‘t marked on that creature. Rather, it
causes that many -1/-1 counters to be put on that creature. See rule 119.3.
702.88d
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.
702.88e
The infect rules function no matter what zone an object with infect deals damage from.
702.88f
Multiple instances of infect on the same object are redundant.
702.89.
Battle Cry
702.89a
Battle cry is a triggered ability. «Battle cry» means «Whenever this creature attacks, each
other attacking creature gets +1/+0 until end of turn.»
702.89b
If a creature has multiple instances of battle cry, each triggers separately.
702.90.
Living Weapon
702.90a
Living weapon is a triggered ability. «Living weapon» means «When this Equipment enters
the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this Equipment to it.»