RulesFour

*Comprehensive Rules* (January 25, 2019)

* **201.3.** If an effect instructs a player to choose a card name, the player must choose the name of a card in the Oracle card reference. (See rule 108.1.) A player may not choose the name of a token unless it's also the name of a card.
	+ **201.3a** If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule 108.1.)***Example:** Dispossess reads, in part, "Choose an artifact card name." The player can choose the name of any artifact card, even one that's not legal in the format of the current game. The player can't choose Island, even if an Island on the battlefield has been turned into artifact by some effect.*
	+ **201.3b** If a player wants to choose the name of a split card, the player must choose the name of one of its halves, but not both. (See rule 708.) If a player is instructed to choose a card name with certain characteristics, use only that half's characteristics to determine if this name can be chosen.
	+ **201.3c** If a player wants to choose a flip card's alternative name, the player may do so. (See rule 709.) If a player is instructed to choose a card name with certain characteristics, use the card's characteristics as modified by its alternative characteristics to determine if this name can be chosen.
	+ **201.3d** If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule 711.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen.
	+ **201.3e** If a player wants to choose the name of the combined back face of a meld pair, the player may do so. (See rule 712.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the combined back face to determine if this name can be chosen.

*Comprehensive Rules* (January 25, 2019)

* **201.3a** If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule 108.1.)***Example:** Dispossess reads, in part, "Choose an artifact card name." The player can choose the name of any artifact card, even one that's not legal in the format of the current game. The player can't choose Island, even if an Island on the battlefield has been turned into artifact by some effect.*

*Comprehensive Rules* (January 25, 2019)

* **106.4.** When an effect instructs a player to add mana, that mana goes into a player's mana pool. From there, it can be used to pay costs immediately, or it can stay in the player's mana pool as unspent mana. Each player's mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle(tm) card reference to no longer explicitly refer to the mana pool.

*Comprehensive Rules* (January 25, 2019)

* **106.4.** When an effect instructs a player to add mana, that mana goes into a player's mana pool. From there, it can be used to pay costs immediately, or it can stay in the player's mana pool as unspent mana. Each player's mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle(tm) card reference to no longer explicitly refer to the mana pool.
	+ **106.4a** If any mana remains in a player's mana pool after mana is spent to pay a cost, that player announces what mana is still there.
	+ **106.4b** If a player passes priority (see rule 116) while there is mana in their mana pool, that player announces what mana is there.

*Comprehensive Rules* (January 25, 2019)

* **106.** Mana
	+ **106.1.** Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.
		- **106.1a** There are five colors of mana: white, blue, black, red, and green.
		- **106.1b** There are six types of mana: white, blue, black, red, green, and colorless.
	+ **106.2.** Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).
	+ **106.3.** Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren't mana abilities. A spell or ability that produces mana instructs a player to add that mana.
	+ **106.4.** When an effect instructs a player to add mana, that mana goes into a player's mana pool. From there, it can be used to pay costs immediately, or it can stay in the player's mana pool as unspent mana. Each player's mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle(tm) card reference to no longer explicitly refer to the mana pool.
		- **106.4a** If any mana remains in a player's mana pool after mana is spent to pay a cost, that player announces what mana is still there.
		- **106.4b** If a player passes priority (see rule 116) while there is mana in their mana pool, that player announces what mana is there.
	+ **106.5.** If an ability would produce one or more mana of an undefined type, it produces no mana instead.***Example:** Meteor Crater has the ability "(Tap Image): Choose a color of a permanent you control. Add one mana of that color." If you control no colored permanents, activating Meteor Crater's mana ability produces no mana.*
	+ **106.6.** Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn't affect the mana's type.***Example:** A player's mana pool contains Template:RTemplate:G which can be spent only to cast creature spells. That player activates Doubling Cube's ability, which reads "Template:3, (Tap Image): Double the amount of each type of unspent mana you have." The player's mana pool now has Template:RTemplate:RTemplate:GTemplate:G in it, Template:RTemplate:G of which can be spent on anything.*

		- **106.6a** Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or additional effects created by the spell or ability will apply to all mana produced. If the spell or ability creates a delayed triggered ability that triggers when the mana is spent, a separate delayed triggered ability is created for each mana produced. If the spell or ability creates a continuous effect or replacement effect if the mana is spent, a separate effect is created once for each mana produced.
	+ **106.7.** Some abilities produce mana based on the type of mana another permanent or permanents "could produce." The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn't produce any mana under these conditions, or no type of mana can be defined this way, there's no type of mana it could produce.***Example:** Exotic Orchard has the ability "(Tap Image): Add one mana of any color that a land an opponent controls could produce." If your opponent controls no lands, activating Exotic Orchard's mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce Template:G.*
	+ **106.8.** If an effect would add mana represented by a hybrid mana symbol to a player's mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player's mana pool. If a colorless half is chosen, an amount of colorless mana represented by that half's number is added to that player's mana pool.
	+ **106.9.** If an effect would add mana represented by a Phyrexian mana symbol to a player's mana pool, one mana of the color of that symbol is added to that player's mana pool.
	+ **106.10.** If an effect would add mana represented by a generic mana symbol to a player's mana pool, that much colorless mana is added to that player's mana pool.
	+ **106.11.** To "tap [a permanent] for mana" is to activate a mana ability of that permanent that includes the (Tap Image) symbol in its activation cost. See rule 605, "Mana Abilities."
		- **106.11a** An ability that triggers whenever a permanent "is tapped for mana" or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
		- **106.11b** A replacement effect that applies if a permanent "is tapped for mana" or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
	+ **106.12.** One card (Drain Power) causes one player to lose unspent mana and another to add "the mana lost this way." (Note that these may be the same player.) This empties the former player's mana pool and causes the mana emptied this way to be put into the latter player's mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.