3. Card Types
Rules overview
Each card type has its own rules block: how it's cast, where it goes after, what it can do. Section 3 is a per-card-type reference. Want to know exactly how damage to a planeswalker works, or what happens to an Aura attached to something it can't enchant? Look here.
What you'll find
- 300 General -- list of all card types.
- 301 Artifacts -- Equipment, Fortifications, Vehicles.
- 302 Creatures -- summoning sickness, attacking, blocking, damage.
- 303 Enchantments -- Auras, Sagas, Classes, Roles.
- 304 Instants -- when you can cast them.
- 305 Lands -- the once-per-turn land drop, basic land types.
- 306 Planeswalkers -- loyalty, being attacked, and damage removing loyalty counters. The old planeswalker uniqueness rule and damage redirection rule are both gone (306.4, 306.7).
- 307 Sorceries -- when you can cast them.
- 308 Kindreds -- the type once printed as "tribal"; a kindred card always has another card type too.
- 309 Dungeons -- the venture-into-the-dungeon mechanic from D&D sets.
- 310 Battles -- defense counters, a protector, and being attacked.
- 311 Planes / 312 Phenomena / 313 Vanguards / 314 Schemes / 315 Conspiracies -- the special cards of the casual variants.