RulesTwo

*Comprehensive Rules Glossary* (January 25, 2019)

Generic Mana
Mana in a cost represented by numerical symbols (such as Template:1) or variable symbols (such as Template:X) that can be paid with mana of any type. See rule 107.4.

*Comprehensive Rules* (January 25, 2019)

* **712.3.** The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics.
	+ **712.3a** While a meld card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face.
	+ **712.3b** While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its converted mana cost is the sum of the converted mana costs of its front faces. If a permanent is copying a melded permanent, the converted mana cost of the copy is 0. See rule 202.3c.
	+ **712.3c** Anything that needs information about a meld card or a melded permanent sees only the information given by the face that is currently up.***Example:** A Clone enters the battlefield as a copy of Chittering Host (the combined back face of a meld pair). It has the characteristics of Chittering Host, even though the object it becomes is represented by only a single card, and its converted mana cost is 0.*

*Comprehensive Rules* (January 25, 2019)

* **712.3.** The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics.

*Comprehensive Rules* (January 25, 2019)

* **712.3a** While a meld card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face.

*Comprehensive Rules* (January 25, 2019)

* **712.3a** While a meld card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face.

*Comprehensive Rules* (January 25, 2019)

* **305.6.** The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words "basic land type," it's referring to one of these subtypes. A land with a basic land type has the intrinsic ability "(Tap Image): Add [mana symbol]," even if the text box doesn't actually contain that text or the object has no text box. For Plains, [mana symbol] is Template:W; for Islands, Template:U; for Swamps, Template:B; for Mountains, Template:R; and for Forests, Template:G. See rule 107.4a. See also rule 605, "Mana Abilities."

*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.

*Comprehensive Rules Glossary* (January 25, 2019)

Phase
1. A subsection of a turn. See section 5, "Turn Structure."
2. A permanent "phases in" when its status changes from phased out to phased in. A permanent "phases out" when its status changes from phased in to phased out. See rule 702.25, "Phasing."

*Comprehensive Rules Glossary* (January 25, 2019)

Mana
The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities. See rule 106, "Mana," rule 107.4, and rule 202, "Mana Cost and Color."

*Comprehensive Rules* (January 25, 2019)

* **200.** General (Parts of a Card)
	+ **200.1.** The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.
	+ **200.2.** Some parts of a card are also characteristics of the object that has them. See rule 109.3.
	+ **200.3.** Some objects that aren't cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule 110.5 and rule 706.

*Comprehensive Rules* (January 25, 2019)

* **100.** General (Game Concepts)
	+ **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 their 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 their 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 such as booster packs and creates their own deck using only this product and basic land cards), 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 their 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 in a player's card pool not included in their deck are in that player's sideboard.
		- **100.4c** In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team's card pool but not in either player's deck are in that team's sideboard.
		- **100.4d** In limited play involving other multiplayer team variants, each card in a team's card pool but not in any player's deck is assigned to the sideboard of one of those players. Each player has their 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.Wizards.com/en/resources/rules-documents). 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.
		- **100.6b** Players can use the Magic Store & Event Locator at Wizards.com/Locator to find tournaments in their area.
	+ **100.7.** Certain promotional cards and cards in the Unglued, Unhinged, and Unstable sets are printed with a silver border. These cards are intended for casual play and may have features and text that aren't covered by these rules.

*Comprehensive Rules* (January 25, 2019)

* **2.** Parts of a Card
	+ **200.** General (Parts of a Card)
		- **200.1.** The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.
		- **200.2.** Some parts of a card are also characteristics of the object that has them. See rule 109.3.
		- **200.3.** Some objects that aren't cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule 110.5 and rule 706.
	+ **201.** Name
		- **201.1.** The name of a card is printed on its upper left corner.
		- **201.2.** A card's name is always considered to be the English version of its name, regardless of printed language.
			* **201.2a** Two objects have the same name if their names are identical.
			* **201.2b** If an object has more than one name, it has the same name as another object if there are one or more names that both objects have in common.
			* **201.2c** Two or more objects have different names if there are no names that both objects have in common.
		- **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.
		- **201.4.** Text that refers to the object it's on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.
			* **201.4a** If an ability's effect grants another ability to an object, and that second ability refers to that first ability's source by name, the name refers only to the specific object that is that first ability's source, not to any other object with the same name. This is also true if the second ability is copied onto a new object.***Example:** Gutter Grime has an ability that reads "Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then create a green Ooze creature token with 'This creature's power and toughness are each equal to the number of slime counters on Gutter Grime.'" The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.*
			* **201.4b** If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name.***Example:** Quicksilver Elemental says, in part, "Template:U: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If it gains an ability that says "Template:G: Regenerate Cudgel Troll," activating that ability will regenerate Quicksilver Elemental, not the Cudgel Troll it gained the ability from.*

			***Example:** Glacial Ray is an instant with splice onto Arcane that says "Glacial Ray deals 2 damage to any target." If it's spliced onto a Kodama's Reach, that Kodama's Reach deals 2 damage to the target.*

			***Example:** Dimir Doppelganger says "Template:1Template:UTemplate:B: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability." Dimir Doppelganger's ability is activated targeting a Runeclaw Bear card. The Doppelganger becomes a copy of Runeclaw Bear and gains an ability that should be treated as saying "Template:1Template:UTemplate:B: Exile target creature card from a graveyard. Runeclaw Bear becomes a copy of that card and gains this ability."*
			* **201.4c** Text printed on some legendary cards refers to that card by a shortened version of its name. Instances of a card's shortened name used in this manner are treated as though they used the card's full name.
	+ **202.** Mana Cost and Color
		- **202.1.** A card's mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.
			* **202.1a** The mana cost of an object represents what a player must spend from their mana pool to cast that card. Unless an object's mana cost includes Phyrexian mana symbols (see rule 107.4f), paying that mana cost requires matching the type of any colored or colorless mana symbols as well as paying the generic mana indicated in the cost.
			* **202.1b** Some objects have no mana cost. This normally includes all land cards, any other cards that have no mana symbols where their mana cost would appear, tokens (unless the effect that creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost represents an unpayable cost (see rule 117.6). Note that lands are played without paying any costs (see rule 305, "Lands").
		- **202.2.** An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.
			* **202.2a** The five colors are white, blue, black, red, and green. The white mana symbol is represented by Template:W, blue by Template:U, black by Template:B, red by Template:R, and green by Template:G.***Example:** An object with a mana cost of Template:2Template:W is white, an object with a mana cost of Template:2 is colorless, and one with a mana cost of Template:2Template:WTemplate:B is both white and black.*
			* **202.2b** Objects with no colored mana symbols in their mana costs are colorless.
			* **202.2c** An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored.
			* **202.2d** An object with one or more hybrid mana symbols and/or Phyrexian mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. (Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule 107.4e.)
			* **202.2e** An object may have a color indicator printed to the left of the type line. That object is each color denoted by that color indicator. (See rule 204.)
			* **202.2f** Effects may change an object's color, give a color to a colorless object, or make a colored object become colorless; see rule 105.3.
		- **202.3.** The converted mana cost of an object is a number equal to the total amount of mana in its mana cost, regardless of color.***Example:** A mana cost of Template:3Template:UTemplate:U translates to a converted mana cost of 5.*

			* **202.3a** The converted mana cost of an object with no mana cost is 0, unless that object is the back face of a double-faced permanent or is a melded permanent.
			* **202.3b** The converted mana cost of a double-faced permanent's back face is calculated as though it had the mana cost of its front face. If a permanent is a copy of the back face of a double-faced card (even if the card representing that copy is itself a double-faced card), the converted mana cost of that permanent is 0.***Example:** Huntmaster of the Fells is a double-faced card with mana cost Template:2Template:RTemplate:G. Its converted mana cost is 4. After it transforms to its other face (Ravager of the Fells), its converted mana cost remains 4.*

			***Example:** A Clone enters the battlefield as a copy of Ravager of the Fells. Its converted mana cost is 0.*

			***Example:** Insectile Aberration is the back face of a double-faced card whose front face has mana cost Template:U. It becomes a copy of Ravager of the Fells. Its converted mana cost becomes 0.*
			* **202.3c** The converted mana cost of a melded permanent is calculated as though it had the combined mana cost of the front faces of each card that represents it. If a permanent is a copy of a melded permanent (even if that copy is represented by two other meld cards), the converted mana cost of the copy is 0.
			* **202.3d** The converted mana cost of a split card not on the stack or of a fused split spell on the stack is determined from the combined mana costs of its halves. Otherwise, while a split card is on the stack, the converted mana cost of the spell is determined by the mana cost of the half that was chosen to be cast. See rule 708, "Split Cards."
			* **202.3e** When calculating the converted mana cost of an object with an Template:X in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.
			* **202.3f** When calculating the converted mana cost of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.***Example:** The converted mana cost of a card with mana cost Template:1{W/U}{W/U} is 3.*

			***Example:** The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6.*
			* **202.3g** Each Phyrexian mana symbol in a card's mana cost contributes 1 to its converted mana cost.***Example:** The converted mana cost of a card with mana cost Template:1{W/P}{W/P} is 3.*
		- **202.4.** Any additional cost listed in an object's rules text or imposed by an effect isn't part of the mana cost. (See rule 601, "Casting Spells.") Such costs are paid at the same time as the spell's other costs.
	+ **203.** Illustration
		- **203.1.** The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn't have the flying ability unless stated in its rules text, even if it's depicted as flying.
	+ **204.** Color Indicator
		- **204.1.** The color indicator is printed to the left of the type line directly below the illustration. It consists of a circular symbol filled in with one or more colors. A color indicator is usually found on nonland cards without a mana cost.
		- **204.2.** An object with a color indicator is each color denoted by that color indicator.
	+ **205.** Type Line
		- **205.1.** The type line is printed directly below the illustration. It contains the card's card type(s). It also contains the card's subtype(s) and supertype(s), if applicable.
			* **205.1a** Some effects set an object's card type. In such cases, the new card type(s) replaces any existing card types. Counters, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object's subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object's card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object's card type is removed. Removing an object's subtype doesn't affect its card types at all.
			* **205.1b** Some effects change an object's card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object's prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [type, supertype, or subtype]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior card types and subtypes.***Example:** An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the artifact and land card types. In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.*

			***Example:** An ability reads, "All artifacts are 1/1 artifact creatures." If a permanent is both an artifact and an enchantment, it will become an artifact enchantment creature.*
		- **205.2.** Card Types
			* **205.2a** The card types are artifact, conspiracy, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard. See section 3, "Card Types."
			* **205.2b** Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.
			* **205.2c** Tokens have card types even though they aren't cards. The same is true of copies of spells and copies of cards.
		- **205.3.** Subtypes
			* **205.3a** A card can have one or more subtypes printed on its type line.
			* **205.3b** Subtypes of each card type except plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype; such objects may have multiple types. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype.***Example:** "Basic Land - Mountain" means the card is a land with the subtype Mountain. "Creature - Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. "Artifact - Equipment" means the card is an artifact with the subtype Equipment.*
			* **205.3c** If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.***Example:** Dryad Arbor's type line says "Land Creature - Forest Dryad." Forest is a land type, and Dryad is a creature type.*
			* **205.3d** An object can't gain a subtype that doesn't correspond to one of that object's types.
			* **205.3e** If an effect instructs a player to choose a subtype, that player must choose one, and only one, existing subtype, and the subtype must be for the appropriate card type. For example, the player can't choose a land type if an instruction requires choosing a creature type.***Example:** When choosing a creature type, "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like "artifact," "opponent," "Swamp," or "truck" can't be chosen because they aren't creature types.*
			* **205.3f** Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card's subtypes are. (See rule 108.1.)
			* **205.3g** Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Clue, Contraption, Equipment (see rule 301.5), Fortification (see rule 301.6), Treasure, and Vehicle (see rule 301.7).
			* **205.3h** Enchantments have their own unique set of subtypes; these subtypes are called enchantment types. The enchantment types are Aura (see rule 303.4), Cartouche, Curse, Saga (see rule 714), and Shrine.
			* **205.3i** Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, and Urza's.:::: Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.
			* **205.3j** Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Aminatou, Angrath, Arlinn, Ashiok, Bolas, Chandra, Dack, Daretti, Domri, Dovin, Elspeth, Estrid, Freyalise, Garruk, Gideon, Huatli, Jace, Jaya, Karn, Kaya, Kiora, Koth, Liliana, Nahiri, Narset, Nissa, Nixilis, Ral, Rowan, Saheeli, Samut, Sarkhan, Sorin, Tamiyo, Teferi, Tezzeret, Tibalt, Ugin, Venser, Vivien, Vraska, Will, Windgrace, Xenagos, Yanggu, and Yanling.
			* **205.3k** Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Arcane and Trap.
			* **205.3m** Creatures and tribals share their lists of subtypes; these subtypes are called creature types. The creature types are Advisor, Aetherborn, Ally, Angel, Antelope, Ape, Archer, Archon, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Azra, Badger, Barbarian, Basilisk, Bat, Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demon, Deserter, Devil, Dinosaur, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Germ, Giant, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Harpy, Hellion, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Insect, Jackal, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lamia, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mole, Monger, Mongoose, Monk, Monkey, Moonfolk, Mutant, Myr, Mystic, Naga, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pangolin, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pilot, Pincher, Pirate, Plant, Praetor, Prism, Processor, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scion, Scorpion, Scout, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Sheep, Siren, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.
			* **205.3n** Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are Alara, Arkhos, Azgol, Belenon, Bolas's Meditation Realm, Dominaria, Equilor, Ergamon, Fabacin, Innistrad, Iquatana, Ir, Kaldheim, Kamigawa, Karsus, Kephalai, Kinshala, Kolbahan, Kyneth, Lorwyn, Luvion, Mercadia, Mirrodin, Moag, Mongseng, Muraganda, New Phyrexia, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra's Realm, Shadowmoor, Shandalar, Ulgrotha, Valla, Vryn, Wildfire, Xerex, and Zendikar.
			* **205.3p** Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.
		- **205.4.** Supertypes
			* **205.4a** A card can also have one or more supertypes. These are printed directly before its card types. The supertypes are basic, legendary, ongoing, snow, and world.
			* **205.4b** An object's supertype is independent of its card type and subtype, even though some supertypes are closely identified with specific card types. Changing an object's card types or subtypes won't change its supertypes. Changing an object's supertypes won't change its card types or subtypes. When an object gains or loses a supertype, it retains any other supertypes it had.***Example:** An ability reads, "All lands are 1/1 creatures that are still lands." If any of the affected lands were legendary, they are still legendary.*
			* **205.4c** Any land with the supertype "basic" is a basic land. Any land that doesn't have this supertype is a nonbasic land, even if it has a basic land type.:::: Cards printed in sets prior to the Eighth Edition core set didn't use the word "basic" to indicate a basic land. Cards from those sets with the following names are basic lands and have received errata in the Oracle card reference accordingly: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp.
			* **205.4d** Any permanent with the supertype "legendary" is subject to the state-based action for legendary permanents, also called the "legend rule" (see rule 704.5j).
			* **205.4e** Any instant or sorcery spell with the supertype "legendary" is subject to a casting restriction. A player can't cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker.
			* **205.4f** Any permanent with the supertype "world" is subject to the state-based action for world permanents, also called the "world rule" (see rule 704.5k).
			* **205.4g** Any permanent with the supertype "snow" is a snow permanent. Any permanent that doesn't have this supertype is a nonsnow permanent, regardless of its name.
			* **205.4h** Any scheme card with the supertype "ongoing" is exempt from the state-based action for schemes (see rule 704.5w).
	+ **206.** Expansion Symbol
		- **206.1.** The expansion symbol indicates which Magic set a card is from. It's a small icon normally printed below the right edge of the illustration. It has no effect on game play.
		- **206.2.** The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral(r) "timeshifted" cards, which were rarer than that set's rare cards, have had purple expansion symbols. (Prior to the Exodus(tm) set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn't have expansion symbols at all.)
		- **206.3.** Previously, a spell or ability that affected cards from a particular set checked for that set's expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards "with a name originally printed" in a particular set. See rule 700.8 for details.
		- **206.4.** Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic: The Gathering Tournament Rules). See the Magic: The Gathering Tournament Rules for the current definitions of the constructed formats (WPN.Wizards.com/en/resources/rules-documents).
		- **206.5.** The full list of expansions and expansion symbols can be found in the Card Set Archive section of the Magic website (Magic.Wizards.com/en/game-info/products/card-set-archive).
	+ **207.** Text Box
		- **207.1.** The text box is printed on the lower half of the card. It usually contains rules text defining the card's abilities.
		- **207.2.** The text box may also contain italicized text that has no game function.
			* **207.2a** Reminder text is italicized text within parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it's relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.
			* **207.2b** Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It appears below the rules text.
			* **207.2c** An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are addendum, battalion, bloodrush, channel, chroma, cohort, constellation, converge, council's dilemma, delirium, domain, eminence, enrage, fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, raid, rally, revolt, spell mastery, strive, sweep, tempting offer, threshold, undergrowth, and will of the council.
		- **207.3.** Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many cards associated with the guilds of Ravnica, and a faction icon appears in the text box of most Scars of Mirrodin(tm) block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play.
		- **207.4.** The chaos symbol {CHAOS} appears in the text box of each plane card to the left of a triggered ability that triggers whenever {CHAOS} is rolled on the planar die. The symbol itself has no special rules meaning.
	+ **208.** Power/Toughness
		- **208.1.** A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.
		- **208.2.** Rather than a fixed number, some creature cards have power and/or toughness that includes a star (\*).
			* **208.2a** The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded "[This creature's] [power or toughness] is equal to . . ." or "[This creature's] power and toughness are each equal to . . ." This ability functions everywhere, even outside the game. If the ability needs to use a number that can't be determined, including inside a calculation, use 0 instead of that number.***Example:** Lost Order of Jarkeld has power and toughness each equal to 1+\*. It has the abilities "As Lost Order of Jarkeld enters the battlefield, choose an opponent" and "Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures the chosen player controls." While Lost Order of Jarkeld isn't on the battlefield, there won't be a chosen player. Its power and toughness will each be equal to 1 plus 0, so it's 1/1.*
			* **208.2b** The card may have a static ability that creates a replacement effect that sets the creature's power and toughness to one of a number of specific values as it enters the battlefield or is turned face up. (See rule 614, "Replacement Effects.") Such an ability is worded "As [this creature] enters the battlefield . . . ," "As [this creature] is turned face up . . . ," or "[This creature] enters the battlefield as . . ." and lists two or more specific power and toughness values (and may also list additional characteristics). The characteristics chosen or determined with these effects affect the creature's copiable values. (See rule 706.2.) While the card isn't on the battlefield, its power and toughness are each considered to be 0.
		- **208.3.** A noncreature permanent has no power or toughness, even if it's a card with a power and toughness printed on it (such as a Vehicle). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it.
			* **208.3a** If an effect would be created that affects the power and/or toughness of a noncreature permanent, that effect is created even though it doesn't do anything unless that permanent becomes a creature.***Example:** Veteran Motorist has the ability "Whenever Veteran Motorist crews a Vehicle, that Vehicle gets +1/+1 until end of turn," and it's tapped to pay the crew cost of a Vehicle. This triggered ability resolves while the Vehicle it crewed isn't yet a creature. The continuous effect is created and will apply to the Vehicle once it becomes a creature.*
		- **208.4.** Effects that set a creature's power and/or toughness to specific values may refer to that creature's "base power," "base toughness," or "base power and toughness." Other continuous effects may further modify the creature's power and toughness. See rule 613, "Interaction of Continuous Effects."
		- **208.5.** If a creature somehow has no value for its power, its power is 0. The same is true for toughness.
	+ **209.** Loyalty
		- **209.1.** Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it's not on the battlefield, and it also indicates that the planeswalker enters the battlefield with that many loyalty counters on it.
		- **209.2.** An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent's loyalty abilities have been activated that turn. See rule 606, "Loyalty Abilities."
	+ **210.** Hand Modifier
		- **210.1.** Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting hand size and the maximum hand size of the vanguard card's owner are determined. See rule 103.4.
	+ **211.** Life Modifier
		- **211.1.** Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card's owner is determined. See rule 103.3.
	+ **212.** Information Below the Text Box
		- **212.1.** Each card features text printed below the text box that has no effect on game play. Not all card sets were printed with all of the information listed below on each card.
			* **212.1a** Most card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set]. Some cards, such as unique cards in Planeswalker Decks, have card numbers that exceed the listed total number of cards.
			* **212.1b** A card's rarity is indicated with a single letter following the collector number.
			* **212.1c** Some promotional cards include information to indicate the specific promotion the card is associated with.
			* **212.1d** The three-character code representing the set in which a card is printed and the two-character code representing the language in which a card is printed are separated by a bullet point. If a card is premium, these codes are instead separated by a star.
			* **212.1e** The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation "Illus."
			* **212.1f** Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.

*Comprehensive Rules* (January 25, 2019)

* **2.** Parts of a Card
	+ **200.** General (Parts of a Card)
		- **200.1.** The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.
		- **200.2.** Some parts of a card are also characteristics of the object that has them. See rule 109.3.
		- **200.3.** Some objects that aren't cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule 110.5 and rule 706.
	+ **201.** Name
		- **201.1.** The name of a card is printed on its upper left corner.
		- **201.2.** A card's name is always considered to be the English version of its name, regardless of printed language.
			* **201.2a** Two objects have the same name if their names are identical.
			* **201.2b** If an object has more than one name, it has the same name as another object if there are one or more names that both objects have in common.
			* **201.2c** Two or more objects have different names if there are no names that both objects have in common.
		- **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.
		- **201.4.** Text that refers to the object it's on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.
			* **201.4a** If an ability's effect grants another ability to an object, and that second ability refers to that first ability's source by name, the name refers only to the specific object that is that first ability's source, not to any other object with the same name. This is also true if the second ability is copied onto a new object.***Example:** Gutter Grime has an ability that reads "Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then create a green Ooze creature token with 'This creature's power and toughness are each equal to the number of slime counters on Gutter Grime.'" The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.*
			* **201.4b** If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name.***Example:** Quicksilver Elemental says, in part, "Template:U: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If it gains an ability that says "Template:G: Regenerate Cudgel Troll," activating that ability will regenerate Quicksilver Elemental, not the Cudgel Troll it gained the ability from.*

			***Example:** Glacial Ray is an instant with splice onto Arcane that says "Glacial Ray deals 2 damage to any target." If it's spliced onto a Kodama's Reach, that Kodama's Reach deals 2 damage to the target.*

			***Example:** Dimir Doppelganger says "Template:1Template:UTemplate:B: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability." Dimir Doppelganger's ability is activated targeting a Runeclaw Bear card. The Doppelganger becomes a copy of Runeclaw Bear and gains an ability that should be treated as saying "Template:1Template:UTemplate:B: Exile target creature card from a graveyard. Runeclaw Bear becomes a copy of that card and gains this ability."*
			* **201.4c** Text printed on some legendary cards refers to that card by a shortened version of its name. Instances of a card's shortened name used in this manner are treated as though they used the card's full name.
	+ **202.** Mana Cost and Color
		- **202.1.** A card's mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.
			* **202.1a** The mana cost of an object represents what a player must spend from their mana pool to cast that card. Unless an object's mana cost includes Phyrexian mana symbols (see rule 107.4f), paying that mana cost requires matching the type of any colored or colorless mana symbols as well as paying the generic mana indicated in the cost.
			* **202.1b** Some objects have no mana cost. This normally includes all land cards, any other cards that have no mana symbols where their mana cost would appear, tokens (unless the effect that creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost represents an unpayable cost (see rule 117.6). Note that lands are played without paying any costs (see rule 305, "Lands").
		- **202.2.** An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.
			* **202.2a** The five colors are white, blue, black, red, and green. The white mana symbol is represented by Template:W, blue by Template:U, black by Template:B, red by Template:R, and green by Template:G.***Example:** An object with a mana cost of Template:2Template:W is white, an object with a mana cost of Template:2 is colorless, and one with a mana cost of Template:2Template:WTemplate:B is both white and black.*
			* **202.2b** Objects with no colored mana symbols in their mana costs are colorless.
			* **202.2c** An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored.
			* **202.2d** An object with one or more hybrid mana symbols and/or Phyrexian mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. (Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule 107.4e.)
			* **202.2e** An object may have a color indicator printed to the left of the type line. That object is each color denoted by that color indicator. (See rule 204.)
			* **202.2f** Effects may change an object's color, give a color to a colorless object, or make a colored object become colorless; see rule 105.3.
		- **202.3.** The converted mana cost of an object is a number equal to the total amount of mana in its mana cost, regardless of color.***Example:** A mana cost of Template:3Template:UTemplate:U translates to a converted mana cost of 5.*

			* **202.3a** The converted mana cost of an object with no mana cost is 0, unless that object is the back face of a double-faced permanent or is a melded permanent.
			* **202.3b** The converted mana cost of a double-faced permanent's back face is calculated as though it had the mana cost of its front face. If a permanent is a copy of the back face of a double-faced card (even if the card representing that copy is itself a double-faced card), the converted mana cost of that permanent is 0.***Example:** Huntmaster of the Fells is a double-faced card with mana cost Template:2Template:RTemplate:G. Its converted mana cost is 4. After it transforms to its other face (Ravager of the Fells), its converted mana cost remains 4.*

			***Example:** A Clone enters the battlefield as a copy of Ravager of the Fells. Its converted mana cost is 0.*

			***Example:** Insectile Aberration is the back face of a double-faced card whose front face has mana cost Template:U. It becomes a copy of Ravager of the Fells. Its converted mana cost becomes 0.*
			* **202.3c** The converted mana cost of a melded permanent is calculated as though it had the combined mana cost of the front faces of each card that represents it. If a permanent is a copy of a melded permanent (even if that copy is represented by two other meld cards), the converted mana cost of the copy is 0.
			* **202.3d** The converted mana cost of a split card not on the stack or of a fused split spell on the stack is determined from the combined mana costs of its halves. Otherwise, while a split card is on the stack, the converted mana cost of the spell is determined by the mana cost of the half that was chosen to be cast. See rule 708, "Split Cards."
			* **202.3e** When calculating the converted mana cost of an object with an Template:X in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.
			* **202.3f** When calculating the converted mana cost of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.***Example:** The converted mana cost of a card with mana cost Template:1{W/U}{W/U} is 3.*

			***Example:** The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6.*
			* **202.3g** Each Phyrexian mana symbol in a card's mana cost contributes 1 to its converted mana cost.***Example:** The converted mana cost of a card with mana cost Template:1{W/P}{W/P} is 3.*
		- **202.4.** Any additional cost listed in an object's rules text or imposed by an effect isn't part of the mana cost. (See rule 601, "Casting Spells.") Such costs are paid at the same time as the spell's other costs.
	+ **203.** Illustration
		- **203.1.** The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn't have the flying ability unless stated in its rules text, even if it's depicted as flying.
	+ **204.** Color Indicator
		- **204.1.** The color indicator is printed to the left of the type line directly below the illustration. It consists of a circular symbol filled in with one or more colors. A color indicator is usually found on nonland cards without a mana cost.
		- **204.2.** An object with a color indicator is each color denoted by that color indicator.
	+ **205.** Type Line
		- **205.1.** The type line is printed directly below the illustration. It contains the card's card type(s). It also contains the card's subtype(s) and supertype(s), if applicable.
			* **205.1a** Some effects set an object's card type. In such cases, the new card type(s) replaces any existing card types. Counters, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object's subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object's card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object's card type is removed. Removing an object's subtype doesn't affect its card types at all.
			* **205.1b** Some effects change an object's card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object's prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [type, supertype, or subtype]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior card types and subtypes.***Example:** An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the artifact and land card types. In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.*

			***Example:** An ability reads, "All artifacts are 1/1 artifact creatures." If a permanent is both an artifact and an enchantment, it will become an artifact enchantment creature.*
		- **205.2.** Card Types
			* **205.2a** The card types are artifact, conspiracy, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard. See section 3, "Card Types."
			* **205.2b** Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.
			* **205.2c** Tokens have card types even though they aren't cards. The same is true of copies of spells and copies of cards.
		- **205.3.** Subtypes
			* **205.3a** A card can have one or more subtypes printed on its type line.
			* **205.3b** Subtypes of each card type except plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype; such objects may have multiple types. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype.***Example:** "Basic Land - Mountain" means the card is a land with the subtype Mountain. "Creature - Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. "Artifact - Equipment" means the card is an artifact with the subtype Equipment.*
			* **205.3c** If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.***Example:** Dryad Arbor's type line says "Land Creature - Forest Dryad." Forest is a land type, and Dryad is a creature type.*
			* **205.3d** An object can't gain a subtype that doesn't correspond to one of that object's types.
			* **205.3e** If an effect instructs a player to choose a subtype, that player must choose one, and only one, existing subtype, and the subtype must be for the appropriate card type. For example, the player can't choose a land type if an instruction requires choosing a creature type.***Example:** When choosing a creature type, "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like "artifact," "opponent," "Swamp," or "truck" can't be chosen because they aren't creature types.*
			* **205.3f** Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card's subtypes are. (See rule 108.1.)
			* **205.3g** Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Clue, Contraption, Equipment (see rule 301.5), Fortification (see rule 301.6), Treasure, and Vehicle (see rule 301.7).
			* **205.3h** Enchantments have their own unique set of subtypes; these subtypes are called enchantment types. The enchantment types are Aura (see rule 303.4), Cartouche, Curse, Saga (see rule 714), and Shrine.
			* **205.3i** Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, and Urza's.:::: Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.
			* **205.3j** Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Aminatou, Angrath, Arlinn, Ashiok, Bolas, Chandra, Dack, Daretti, Domri, Dovin, Elspeth, Estrid, Freyalise, Garruk, Gideon, Huatli, Jace, Jaya, Karn, Kaya, Kiora, Koth, Liliana, Nahiri, Narset, Nissa, Nixilis, Ral, Rowan, Saheeli, Samut, Sarkhan, Sorin, Tamiyo, Teferi, Tezzeret, Tibalt, Ugin, Venser, Vivien, Vraska, Will, Windgrace, Xenagos, Yanggu, and Yanling.
			* **205.3k** Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Arcane and Trap.
			* **205.3m** Creatures and tribals share their lists of subtypes; these subtypes are called creature types. The creature types are Advisor, Aetherborn, Ally, Angel, Antelope, Ape, Archer, Archon, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Azra, Badger, Barbarian, Basilisk, Bat, Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demon, Deserter, Devil, Dinosaur, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Egg, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Germ, Giant, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Harpy, Hellion, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Insect, Jackal, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lamia, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mole, Monger, Mongoose, Monk, Monkey, Moonfolk, Mutant, Myr, Mystic, Naga, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pangolin, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pilot, Pincher, Pirate, Plant, Praetor, Prism, Processor, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scion, Scorpion, Scout, Serf, Serpent, Servo, Shade, Shaman, Shapeshifter, Sheep, Siren, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Trilobite, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.
			* **205.3n** Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are Alara, Arkhos, Azgol, Belenon, Bolas's Meditation Realm, Dominaria, Equilor, Ergamon, Fabacin, Innistrad, Iquatana, Ir, Kaldheim, Kamigawa, Karsus, Kephalai, Kinshala, Kolbahan, Kyneth, Lorwyn, Luvion, Mercadia, Mirrodin, Moag, Mongseng, Muraganda, New Phyrexia, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra's Realm, Shadowmoor, Shandalar, Ulgrotha, Valla, Vryn, Wildfire, Xerex, and Zendikar.
			* **205.3p** Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.
		- **205.4.** Supertypes
			* **205.4a** A card can also have one or more supertypes. These are printed directly before its card types. The supertypes are basic, legendary, ongoing, snow, and world.
			* **205.4b** An object's supertype is independent of its card type and subtype, even though some supertypes are closely identified with specific card types. Changing an object's card types or subtypes won't change its supertypes. Changing an object's supertypes won't change its card types or subtypes. When an object gains or loses a supertype, it retains any other supertypes it had.***Example:** An ability reads, "All lands are 1/1 creatures that are still lands." If any of the affected lands were legendary, they are still legendary.*
			* **205.4c** Any land with the supertype "basic" is a basic land. Any land that doesn't have this supertype is a nonbasic land, even if it has a basic land type.:::: Cards printed in sets prior to the Eighth Edition core set didn't use the word "basic" to indicate a basic land. Cards from those sets with the following names are basic lands and have received errata in the Oracle card reference accordingly: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp.
			* **205.4d** Any permanent with the supertype "legendary" is subject to the state-based action for legendary permanents, also called the "legend rule" (see rule 704.5j).
			* **205.4e** Any instant or sorcery spell with the supertype "legendary" is subject to a casting restriction. A player can't cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker.
			* **205.4f** Any permanent with the supertype "world" is subject to the state-based action for world permanents, also called the "world rule" (see rule 704.5k).
			* **205.4g** Any permanent with the supertype "snow" is a snow permanent. Any permanent that doesn't have this supertype is a nonsnow permanent, regardless of its name.
			* **205.4h** Any scheme card with the supertype "ongoing" is exempt from the state-based action for schemes (see rule 704.5w).
	+ **206.** Expansion Symbol
		- **206.1.** The expansion symbol indicates which Magic set a card is from. It's a small icon normally printed below the right edge of the illustration. It has no effect on game play.
		- **206.2.** The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral(r) "timeshifted" cards, which were rarer than that set's rare cards, have had purple expansion symbols. (Prior to the Exodus(tm) set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn't have expansion symbols at all.)
		- **206.3.** Previously, a spell or ability that affected cards from a particular set checked for that set's expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards "with a name originally printed" in a particular set. See rule 700.8 for details.
		- **206.4.** Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic: The Gathering Tournament Rules). See the Magic: The Gathering Tournament Rules for the current definitions of the constructed formats (WPN.Wizards.com/en/resources/rules-documents).
		- **206.5.** The full list of expansions and expansion symbols can be found in the Card Set Archive section of the Magic website (Magic.Wizards.com/en/game-info/products/card-set-archive).
	+ **207.** Text Box
		- **207.1.** The text box is printed on the lower half of the card. It usually contains rules text defining the card's abilities.
		- **207.2.** The text box may also contain italicized text that has no game function.
			* **207.2a** Reminder text is italicized text within parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it's relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.
			* **207.2b** Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It appears below the rules text.
			* **207.2c** An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are addendum, battalion, bloodrush, channel, chroma, cohort, constellation, converge, council's dilemma, delirium, domain, eminence, enrage, fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, raid, rally, revolt, spell mastery, strive, sweep, tempting offer, threshold, undergrowth, and will of the council.
		- **207.3.** Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many cards associated with the guilds of Ravnica, and a faction icon appears in the text box of most Scars of Mirrodin(tm) block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play.
		- **207.4.** The chaos symbol {CHAOS} appears in the text box of each plane card to the left of a triggered ability that triggers whenever {CHAOS} is rolled on the planar die. The symbol itself has no special rules meaning.
	+ **208.** Power/Toughness
		- **208.1.** A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.
		- **208.2.** Rather than a fixed number, some creature cards have power and/or toughness that includes a star (\*).
			* **208.2a** The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded "[This creature's] [power or toughness] is equal to . . ." or "[This creature's] power and toughness are each equal to . . ." This ability functions everywhere, even outside the game. If the ability needs to use a number that can't be determined, including inside a calculation, use 0 instead of that number.***Example:** Lost Order of Jarkeld has power and toughness each equal to 1+\*. It has the abilities "As Lost Order of Jarkeld enters the battlefield, choose an opponent" and "Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures the chosen player controls." While Lost Order of Jarkeld isn't on the battlefield, there won't be a chosen player. Its power and toughness will each be equal to 1 plus 0, so it's 1/1.*
			* **208.2b** The card may have a static ability that creates a replacement effect that sets the creature's power and toughness to one of a number of specific values as it enters the battlefield or is turned face up. (See rule 614, "Replacement Effects.") Such an ability is worded "As [this creature] enters the battlefield . . . ," "As [this creature] is turned face up . . . ," or "[This creature] enters the battlefield as . . ." and lists two or more specific power and toughness values (and may also list additional characteristics). The characteristics chosen or determined with these effects affect the creature's copiable values. (See rule 706.2.) While the card isn't on the battlefield, its power and toughness are each considered to be 0.
		- **208.3.** A noncreature permanent has no power or toughness, even if it's a card with a power and toughness printed on it (such as a Vehicle). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it.
			* **208.3a** If an effect would be created that affects the power and/or toughness of a noncreature permanent, that effect is created even though it doesn't do anything unless that permanent becomes a creature.***Example:** Veteran Motorist has the ability "Whenever Veteran Motorist crews a Vehicle, that Vehicle gets +1/+1 until end of turn," and it's tapped to pay the crew cost of a Vehicle. This triggered ability resolves while the Vehicle it crewed isn't yet a creature. The continuous effect is created and will apply to the Vehicle once it becomes a creature.*
		- **208.4.** Effects that set a creature's power and/or toughness to specific values may refer to that creature's "base power," "base toughness," or "base power and toughness." Other continuous effects may further modify the creature's power and toughness. See rule 613, "Interaction of Continuous Effects."
		- **208.5.** If a creature somehow has no value for its power, its power is 0. The same is true for toughness.
	+ **209.** Loyalty
		- **209.1.** Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it's not on the battlefield, and it also indicates that the planeswalker enters the battlefield with that many loyalty counters on it.
		- **209.2.** An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent's loyalty abilities have been activated that turn. See rule 606, "Loyalty Abilities."
	+ **210.** Hand Modifier
		- **210.1.** Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting hand size and the maximum hand size of the vanguard card's owner are determined. See rule 103.4.
	+ **211.** Life Modifier
		- **211.1.** Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card's owner is determined. See rule 103.3.
	+ **212.** Information Below the Text Box
		- **212.1.** Each card features text printed below the text box that has no effect on game play. Not all card sets were printed with all of the information listed below on each card.
			* **212.1a** Most card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set]. Some cards, such as unique cards in Planeswalker Decks, have card numbers that exceed the listed total number of cards.
			* **212.1b** A card's rarity is indicated with a single letter following the collector number.
			* **212.1c** Some promotional cards include information to indicate the specific promotion the card is associated with.
			* **212.1d** The three-character code representing the set in which a card is printed and the two-character code representing the language in which a card is printed are separated by a bullet point. If a card is premium, these codes are instead separated by a star.
			* **212.1e** The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation "Illus."
			* **212.1f** Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.

Testing