2,316 rules, in the order of the official document. The number on the left is the one a judge will ask you for, and glossary terms are clickable.
Domain
- 134
- Domain
- 134.1
- Most cards belong to one or more of six Domains , identified by one or more symbols in the lower right corner.
- 134.2
- Each Domain has an associated color, a unique symbol, and a shorthand used to represent that symbol in written text.
- 134.2.a
- Fury is associated with the color red and represented by a circular symbol with three projecting points. Its shorthand is [R].
- 134.2.b
- Calm is associated with the color green and represented by a symbol resembling a leaf. Its shorthand is [G].
- 134.2.c
- Mind is associated with the color blue and represented by a symbol resembling a sun and moon. Its shorthand is [B].
- 134.2.d
- Body is associated with the color orange and represented by a blocky diamond-shaped symbol. Its shorthand is [O].
- 134.2.e
- Chaos is associated with the color purple and represented by a hexagonal symbol with swirls emanating from its center. Its shorthand is [P].
- 134.2.f
- Order is associated with the color yellow and represented by an angular winged symbol. Its shorthand is [Y].
Rules Text
- 135
- Rules Text
- 135.1
- All cards have a section that describes how they affect the game. This section is known as the Rules Text of the card.
- 135.2
- This section may contain:
- 135.2.a
- Abilities
- 135.2.a.1
- Abilities are discrete pieces of text that describe what a card may or must do. See rule 360. Abilities for more information.
- 135.2.a.2
- They may appear on any card.
- 135.2.b
- Instructions
- 135.2.b.1
- Instructions are a type of text that appears on spells and within abilities.
- 135.2.b.2
- They describe actions to be performed by one or more players.
- 135.2.b.3
- Instructions will self-describe when they are to be executed. If there is no timing described, they will execute during resolution. Example: An instruction says “as you play me, kill a unit as an additional cost.” That instruction will execute as the card is being played. If the card is given Repeat and the Repeat cost is paid, this instruction will not execute because the Repeat execution does not happen until resolution of the spell, after this instruction has executed.
- 135.2.b.4
- Instructions can usually be recognized by the way they are written. An instruction is written in the imperative mood, using the base form of a verb and omitting the subject unless necessary.
- 135.2.b.5
- A single instruction is made up of a game action and its complement. 135.2.b.5.a. The complement of a game action is made up of the players or Game Objects that perform that game action, that that game action is performed on, the condition under which it is performed, and the duration for its effect to last. Some game actions omit a complement entirely. Example: Void Seeker is made up of two instructions. The first is “deal 4 to a unit at a battlefield.” Here “deal 4” is the game action, while “a unit at a battlefield,” is its complement. The second instruction, “draw 1,” has no complement. Example: Teemo, Strategist’s defend trigger reads “When I defend, choose an enemy unit here and reveal the top 5 cards of your Main Deck. Deal 1 to that unit for each card with Hidden revealed this way, then recycle the revealed cards.” There are four instructions here: “choose an enemy unit here,” “reveal the top 5 cards of your Main Deck,” “deal 1 to that unit for each card with Hidden revealed this way,” and “recycle the revealed cards.”
- 135.2.b.6
- Instructions do not include trigger conditions or the events or actions that a replacement effect defines as being eligible to be replaced. Example: An ability reads “When you play me, draw 1.” The trigger condition for this ability is not an instruction. “Draw 1,” is the only instruction included in the ability. Example: An ability reads “If a unit would die, banish it instead.” The text “If a unit would die,” is not an instruction of the ability. Example: An ability reads “As I’m revealed from your Main Deck, Add [2].” The text “As I’m revealed from your Main Deck,” is not an instruction of the ability.
- 135.2.c
- Keywords
- 135.2.c.1
- Keywords are short words or phrases that represent longer abilities or instructions. See rule 800. Keywords for more information.
- 135.2.c.2
- Keywords may or may not have reminder text.
- 135.2.d
- Reminder Text
- 135.2.d.1
- Reminder text appears in italics and parentheses.
- 135.2.d.2
- Its purpose is to summarize relevant rules, including keywords and other rules.
- 135.2.d.3
- The presence, absence, or exact wording of reminder text has no effect on game function.
- 135.2.e
- Symbols
- 135.2.e.1
- Rules text sometimes contains symbols that express game concepts. Each symbol also has a shorthand used to represent it in written text.
- 135.2.e.2
- The cost of Exhausting a Permanent is represented by the “exhaust symbol,” which resembles a card turning sideways. Its shorthand is [E]. (Some previous rules information has given its shorthand as [T].)
- 135.2.e.3
- Might is represented by the “Might symbol,” which resembles a sword and shield. Its shorthand is [M]. (Some previous rules information has given its shorthand as [S].)
- 135.2.e.4
- Power of a specific Domain is represented by its domain symbol and the corresponding shorthand. See rule 134. Domain for more information.
- 135.2.e.5
- Power of any Domain is represented by a swirling rainbow symbol. Its shorthand is [A]. 135.2.e.5.a. When required as a cost, [A] can be paid by Power of any Domain . 135.2.e.5.b. When Added to a player’s Rune Pool, [A] can be spent to pay a Power cost of any Domain.
- 135.2.e.6
- Power of a domain corresponding to a card’s own Domain is not represented by a symbol, but appears in these rules similarly to other symbols. Its shorthand is [C]. 135.2.e.6.a. When a [C] shorthand is printed on a card as reminder text, it assumes that card’s usual Domain , but it still means “one Power of this card’s Domain .” 135.2.e.6.b. A [C] shorthand on a card with no Domain is processed as [A] instead. 135.2.e.6.c. A [C] shorthand on a card with multiple Domains is processed as any power of that card’s Domains. Example: Defiant Dance is a Calm and Chaos spell. Its cost is [1][C]. The power component of that cost can be paid with either [G] or [P]. Example: Tibbers is a Fury and Chaos Unit. If Tibbers is granted the Accelerate keyword, the power component of the optional additional cost can be paid with either [R] or [P].
- 135.2.e.7
- A keyword associated with an ability is indicated by the [>] symbol. 135.2.e.7.a. This could be a dependent keyword like [Legion][>] or [Level][>], a triggered ability with a keyworded trigger condition like [Deathknell] or it could be a permissive keyword associated with an ability like [Action][>] or [Reaction][>]. 135.2.e.7.b. Whatever instruction or ability comes after the [>] is modified by the keyword that comes before the [>]. It will either be inactive, in the case of a dependent keyword; the trigger effect, in the case of a keyword triggered ability; or it will receive the permission granted by the keyword in the case of a permissive keyword.
- 135.3
- Rules text can be blank.
- 135.4
- A card’s printed Rules Text is Inactive while that card is Attached to another card. See rule 716. Attachment for more information. See rule 720. Inactive for more information.
- 135.4.a
- The presence of text, rules, Keywords , and other effects can still be referenced and detected by other game effects, even while Rules Text is Inactive.
- 135.4.b
- Any granted or appended Rules Text on a card is still Active even if that card is Attached to another card.
Effect Text
- 136
- Effect Text
- 136.1
- Some cards have a separate section of text below the Rules Text . This is referred to as the Effect Text .
- 136.2
- Effect Text can contain additional Abilities.
- 136.2.a
- Effect Text can be blank.
- 136.2.b
- Effect Text is inactive unless the card with the Effect Text is Attached to another card. See rule 716. Attachment for more information. See rule 720. Inactive for more information.
- 136.2.c
- The abilities in the Effect Text section of a card are appended to the Rules Text of the card to which the card with the Effect Text is Attached.
- 136.2.d
- Effect Text may refer to “this” or to the name of the Attached game object that appended the Effect Text. Doing so refers to the Attached game object and not the Top-Most Card, even if the Top-Most Card shares a name with the Attached game object. Example: Guardian Angel’s effect text reads “If I would die, kill Guardian Angel instead. Heal me, exhaust me, and recall me.” Example: Brutalizer’s effect text reads “If this was attached to me this turn, I have an additional +2 [M].” The “this” in the effect text refers to the attached Brutalizer.
Flavor Text
- 138
- Flavor Text
- 138.1
- Flavor text is text that appears at the bottom of some cards to provide aesthetic enjoyment. It conveys no gameplay information. Example: The card Void Seeker features a quote from the character Kai'Sa. It does not have the Kai'Sa tag and has no gameplay connection to the Champion unit Kai'Sa.
- 138.2
- Flavor text is located at the bottom of the section provided for rules text, usually in a shaded bar. It appears in italics.
Main Phase
- 316
- Main Phase
- 316.1
- When all steps of the Start of Turn have been completed, the Main Phase begins.
- 316.2
- The following Tasks become Outstanding in the specified order:
- 316.3
- 1. Each player's Rune Pool empties. Any unspent Energy and Power are lost. See rule 165. Rune Pools for more information.
- 316.4
- 2. At the start of Main Phase game effects take place.
- 316.5
- The Main Phase has no defined structure.
- 316.5.a
- A player may take any number of Discretionary Actions they are able to perform during this phase. See rule 410.1. Discretionary Actions for more information.
- 316.5.b
- This is denoted as a Neutral Open State , and only the Turn Player has the ability to play spells or activate abilities. See rule 307. States of the Turn for more information.
- 316.5.b.1
- In Modes of Play with teammates, the Turn Player's teammates may play spells and activate abilities, including ones without Action or Reaction. They can only do so when the Turn Player invites them to do so with their own Priority.
- 316.6
- As a result of a player taking Discretionary Actions , one or more structured phases may occur.
- 316.7
- Combat
- 316.7.a
- A Combat occurs as a result of Units controlled by opposing players being present at the same Battlefield .
- 316.7.b
- This could be the result of a Standard Move Intrinsic Ability, a Spell , or other Game Effect.
- 316.7.c
- The source effect does not change the structure or flow of Combat once initiated.
- 316.7.d
- A Combat can only occur between two players. See rule 459. Combat for more information.
- 316.7.e
- Play proceeds following the steps of combat. See rule 463. The Steps of Combat for more information.
- 316.7.f
- Combat will also include a Showdown.
- 316.8
- Showdowns
- 316.8.a
- A Showdown occurs when a Combat occurs.
- 316.8.a.1
- Showdowns that occur as a result of Combat are a Sub-Phase of Combat.
- 316.8.b
- A Showdown is marked as Staged at a Battlefield in the cleanup after the Contested status is applied to that Battlefield.
- 316.8.b.1
- Showdowns that occur as a result of a player moving to an empty Battlefield are a stand-alone Phase and do not create a Combat. 316.8.b.1.a. These Showdowns are called Non-Combat Showdowns . During the proceedings of a Non-Combat Showdown , units controlled by a different player may become present at the Battlefield where the Showdown is ongoing. This will cause the Showdown to become a Combat Showdown in the following cleanup.
- 316.8.c
- A Showdown is a structured Window of Opportunity where Players may play cards and activate abilities with Action or Reaction. See rule 341. Showdowns for more information.
- 316.9
- When a player has no more Discretionary Actions they wish to execute, they must indicate they are ending their turn.
- 316.9.a
- This ends the Main Phase.
- 316.9.b
- Play proceeds to the Ending Phase.