Historical Rules · Effective 4 February 2011

Section 702: Keyword Abilities

Read Section 702 continuously, or open any rule on its dedicated page.

Chapter 7 · Additional Rules

Section 702

702. Keyword Abilities

347 rules

  1. 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.

    1. 702.2a

      Deathtouch is a static ability.

    2. 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.

    3. 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.

    4. 702.2d

      The deathtouch rules function no matter what zone an object with deathtouch deals damage from.

    5. 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.

    6. 702.2f

      Multiple instances of deathtouch on the same object are redundant.

    1. 702.3a

      Defender is a static ability.

    2. 702.3b

      A creature with defender can’t attack.

    3. 702.3c

      Multiple instances of defender on the same creature are redundant.

    1. 702.4a

      Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)

    2. 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.

    3. 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.

    4. 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.

    5. 702.4e

      Multiple instances of double strike on the same creature are redundant.

    1. 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.

    2. 702.5b

      For more information on Auras, see rule 303, “Enchantments.”

    3. 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.

    4. 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.

    1. 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.”

    2. 702.6b

      For more information about Equipment, see rule 301, “Artifacts.”

    3. 702.6c

      If a permanent has multiple instances of equip, any of its equip abilities may be activated.

    1. 702.7a

      First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)

    2. 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.

    3. 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).

    4. 702.7d

      Multiple instances of first strike on the same creature are redundant.

    1. 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.”

    2. 702.8b

      Multiple instances of flash on the same object are redundant.

    1. 702.9a

      Flying is an evasion ability.

    2. 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 702.15, “Reach.”)

    3. 702.9c

      Multiple instances of flying on the same creature are redundant.

    1. 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.)

    2. 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.)

    3. 702.10d

      Multiple instances of haste on the same creature are redundant.

    1. 702.11a

      Intimidate is an evasion ability.

    2. 702.11b

      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.”)

    3. 702.11c

      Multiple instances of intimidate on the same creature are redundant.

    1. 702.12a

      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.

    2. 702.12b

      Landwalk is an evasion ability.

    3. 702.12c

      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.”)

    4. 702.12d

      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.

    5. 702.12e

      Multiple instances of the same kind of landwalk on the same creature are redundant.

    1. 702.13a

      Lifelink is a static ability.

    2. 702.13b

      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.

    3. 702.13c

      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.

    4. 702.13d

      The lifelink rules function no matter what zone an object with lifelink deals damage from.

    5. 702.13e

      Multiple instances of lifelink on the same object are redundant.

    1. 702.14a

      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.

    2. 702.14b

      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.

    3. 702.14c

      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.”)

    4. 702.14d

      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.”)

    5. 702.14e

      Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.

    6. 702.14f

      Attacking creatures with protection can’t be blocked by creatures that have the stated quality.

    7. 702.14g

      “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].

    8. 702.14h

      “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.

    9. 702.14i

      “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.

    10. 702.14j

      Multiple instances of protection from the same quality on the same permanent or player are redundant.

    1. 702.15b

      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.”)

    2. 702.15c

      Multiple instances of reach on the same creature are redundant.

    1. 702.16a

      Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.”

    2. 702.16b

      Multiple instances of shroud on the same permanent or player are redundant.

    1. 702.17a

      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.”)

    2. 702.17b

      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 with an ability that enables it to block multiple attackers 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.

    3. 702.17c

      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.

    4. 702.17d

      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.

    5. 702.17e

      Multiple instances of trample on the same creature are redundant.

    1. 702.18a

      Vigilance is a static ability that modifies the rules for the declare attackers step.

    2. 702.18b

      Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)

    3. 702.18c

      Multiple instances of vigilance on the same creature are redundant.

    1. 702.19a

      Banding is a static ability that modifies the rules for combat.

    2. 702.19b

      “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.

    3. 702.19c

      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 702.19j.)

    4. 702.19d

      All creatures in an attacking band must attack the same player or planeswalker.

    5. 702.19e

      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.

    6. 702.19f

      An attacking creature that’s removed from combat is also removed from the band it was in.

    7. 702.19g

      Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.

    8. 702.19h

      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).

    9. 702.19i

      If one member of a band would become blocked due to an effect, the entire band becomes blocked.

    10. 702.19j

      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.

    11. 702.19k

      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.

    12. 702.19m

      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.

    1. 702.20a

      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.”)

    2. 702.20b

      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.

    3. 702.20c

      If a creature has multiple instances of rampage, each triggers separately.

    1. 702.21a

      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 {W} or {U}” 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 {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} 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.

    2. 702.21b

      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 currently has no counters but 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.

    1. 702.22a

      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.”

    2. 702.22b

      If a creature has multiple instances of flanking, each triggers separately.

    1. 702.23a

      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.”

    2. 702.23b

      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 Wrath of God, which says “Destroy all creatures. They can’t be regenerated.” The phased-out creature is not destroyed.

    3. 702.23c

      If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.

    4. 702.23d

      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.

    5. 702.23e

      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.

    6. 702.23f

      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.

    7. 702.23g

      If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.

    8. 702.23h

      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.)

    9. 702.23i

      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.

    10. 702.23j

      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.

    11. 702.23k

      Phased-out tokens cease to exist as a state-based action. See rule 704.5d.

    12. 702.23m

      If an effect causes a player to skip his or her untap step, the phasing event simply doesn’t occur that turn.

    13. 702.23n

      Multiple instances of phasing on the same permanent are redundant.

    1. 702.24a

      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.

    1. 702.25a

      Shadow is an evasion ability.

    2. 702.25b

      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.”)

    3. 702.25c

      Multiple instances of shadow on the same creature are redundant.

    1. 702.26a

      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.”

    2. 702.26b

      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.

    3. 702.26c

      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.

    4. 702.26d

      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”).

    5. 702.26e

      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.

    1. 702.27a

      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].”

    2. 702.27b

      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.

    1. 702.28a

      Horsemanship is an evasion ability.

    2. 702.28b

      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.”)

    3. 702.28c

      Multiple instances of horsemanship on the same creature are redundant.

    1. 702.29a

      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.”

    1. 702.30a

      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.

    2. 702.30b

      The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”

    3. 702.30c

      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.

    4. 702.30d

      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.

    5. 702.30e

      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.”

    6. 702.30f

      Objects with more than one kicker cost have abilities that each correspond to a specific kicker cost. They contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked with its [B] kicker,” where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.

    7. 702.30g

      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.

    1. 702.31a

      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.

    1. 702.32a

      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.”

    2. 702.32b

      Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.

    1. 702.33b

      A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”)

    2. 702.33c

      Multiple instances of fear on the same creature are redundant.

    1. 702.34a

      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 {3} rather than paying its mana cost.” (See rule 707, “Face-Down Spells and Permanents.”)

    2. 702.34b

      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 {3} 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.

    3. 702.34c

      You can’t cast a card face down if it doesn’t have morph.

    4. 702.34d

      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.

    5. 702.34e

      See rule 707, “Face-Down Spells and Permanents,” for more information on how to cast cards with morph.

    1. 702.35a

      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.”

    2. 702.35b

      If a creature has multiple instances of amplify, each one works separately.

    1. 702.36a

      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.”

    2. 702.36b

      If a creature has multiple instances of provoke, each triggers separately.

    1. 702.37a

      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.”

    2. 702.37b

      If a spell has multiple instances of storm, each triggers separately.

    1. 702.38a

      Affinity is a static ability that functions while the spell is on the stack. “Affinity for [text]” means “This spell costs you {1} less to cast for each [text] you control.”

    2. 702.38b

      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.

    3. 702.38c

      If a spell has multiple instances of affinity, each of them applies.

    1. 702.39a

      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.

    2. 702.39b

      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.

    1. 702.40a

      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.”

    2. 702.40b

      If a creature has multiple instances of modular, each one works separately.

    1. 702.41a

      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.”

    2. 702.41b

      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.

    3. 702.41c

      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.”

    4. 702.41d

      If an object has multiple instances of sunburst, each one works separately.

    1. 702.42a

      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.”)

    2. 702.42b

      If a creature has multiple instances of bushido, each triggers separately.

    1. 702.43a

      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.”

    2. 702.43b

      If a permanent has multiple instances of soulshift, each triggers separately.

    1. 702.44a

      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.

    2. 702.44b

      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.

    3. 702.44c

      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.

    4. 702.44d

      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.

    5. 702.44e

      The spell loses any splice changes once it leaves the stack (for example, when it’s countered, it’s exiled, or it resolves).

    1. 702.45a

      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.”

    2. 702.45b

      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).

    3. 702.45c

      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.

    1. 702.46a

      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.”

    2. 702.46b

      The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.

    3. 702.46c

      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.

    1. 702.47a

      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 706.9.

    2. 702.47b

      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.

    1. 702.48a

      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 {1} 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 {6}{G}{W}. You announce that you’re going to tap a colorless creature, a red creature, and a green-and-white creature to help pay for it. The colorless creature and the red creature each reduce the spell’s cost by {1}. You choose whether the green-white creature reduces the spell’s cost by {1}, {G}, or {W}. Then the creatures become tapped as you pay Guardian of Vitu-Ghazi’s cost.

    2. 702.48b

      Multiple instances of convoke on the same spell are redundant.

    1. 702.49a

      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.”

    2. 702.49b

      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.

    1. 702.50a

      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.”

    2. 702.50b

      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.

    1. 702.51a

      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.”

    2. 702.51b

      “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.”

    3. 702.51c

      If an object has multiple instances of bloodthirst, each applies separately.

    1. 702.52a

      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.”

    2. 702.52b

      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.

    3. 702.52c

      Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.

    1. 702.53a

      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.

    2. 702.53b

      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.

    1. 702.54a

      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].”

    2. 702.54b

      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.

    1. 702.55a

      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.”

    2. 702.55b

      If a creature has multiple instances of graft, each one works separately.

    1. 702.56a

      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.”

    1. 702.57a

      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.”

    2. 702.57b

      If a spell has multiple instances of ripple, each triggers separately.

    1. 702.58a

      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.”

    2. 702.58b

      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.

    3. 702.58c

      Multiple instances of split second on the same spell are redundant.

    1. 702.59a

      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.”

    2. 702.59b

      A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.

    3. 702.59c

      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.

    1. 702.60a

      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.”

    2. 702.60b

      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.”

    3. 702.60c

      If a permanent has multiple instances of vanishing, each works separately.

    1. 702.61a

      Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.”

    2. 702.61b

      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.

    3. 702.61c

      If an object has multiple instances of absorb, each applies separately.

    1. 702.62a

      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.”

    2. 702.62b

      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.

    1. 702.63a

      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 {1}.” Using the delve ability follows the rules for paying additional costs in rules 601.2b and 601.2e–g.

    2. 702.63b

      Multiple instances of delve on the same spell are redundant.

    1. 702.64a

      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.”

    2. 702.64b

      For more information about Fortifications, see rule 301, “Artifacts.”

    3. 702.64c

      If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.

    1. 702.65a

      Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t blocked, it gets +N/+0 until end of turn.”

    2. 702.65b

      If a creature has multiple instances of frenzy, each triggers separately.

    1. 702.66a

      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.”

    2. 702.66b

      If a spell has multiple instances of gravestorm, each triggers separately.

    1. 702.67a

      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.)

    2. 702.67b

      If a creature has multiple instances of poisonous, each triggers separately.

    1. 702.68a

      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.”

    1. 702.69a

      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.”

    2. 702.69b

      The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”

    3. 702.69c

      A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability.

    1. 702.70a

      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.

    2. 702.70b

      Multiple instances of changeling on the same object are redundant.

    1. 702.71a

      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.

    1. 702.72a

      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.’”

    1. 702.73a

      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.

    1. 702.74a

      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.”

    2. 702.74b

      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.

    1. 702.75a

      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.

    2. 702.75b

      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.

    1. 702.76a

      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.”

    1. 702.77a

      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.

    2. 702.77b

      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.

    3. 702.77c

      The wither rules function no matter what zone an object with wither deals damage from.

    4. 702.77d

      Multiple instances of wither on the same object are redundant.

    1. 702.78a

      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.

    1. 702.79a

      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.”

    2. 702.79b

      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.”

    1. 702.80a

      Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.”

    2. 702.80b

      A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.

    1. 702.81a

      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.”

    1. 702.82a

      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.”

    2. 702.82b

      If a spell has multiple instances of cascade, each triggers separately.

    1. 702.83a

      Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.”

    2. 702.83b

      If a creature has multiple instances of annihilator, each triggers separately.

    1. 702.84a

      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.”

    2. 702.84b

      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.”

    1. 702.85a

      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.”

    2. 702.85b

      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.

    3. 702.85c

      Multiple instances of rebound on the same spell are redundant.

    1. 702.86a

      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.”

    1. 702.87b

      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.

    2. 702.87c

      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.

    3. 702.87d

      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.

    4. 702.87e

      The infect rules function no matter what zone an object with infect deals damage from.

    5. 702.87f

      Multiple instances of infect on the same object are redundant.

    1. 702.88a

      Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.”

    2. 702.88b

      If a creature has multiple instances of battle cry, each triggers separately.

    1. 702.89a

      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.”