7. Additional Rules
Rules overview
Catch-all for rules that don't belong to one card type, zone, or step: keyword actions and abilities, turn-based and state-based actions, coins and dice, copying, face-down objects, the special card frames (split, flip, leveler, double-faced, Sagas, adventurers, Classes, and more), controlling another player, ending turns early, the monarch and the initiative, subgames, and how shortcuts and illegal actions are handled.
This is also where the comprehensive list of state-based actions lives -- the magic-glue that runs constantly to enforce game state.
What you'll find
- 700 General -- definitions used everywhere, like what "dies" means.
- 701 Keyword Actions -- formal definitions of every keyword action (scry, fight, mill, exile, regenerate, sacrifice, ...).
- 702 Keyword Abilities -- formal definitions of every keyword ability (deathtouch, flying, lifelink, trample, ...).
- 703 Turn-Based Actions -- the things that happen automatically at certain points (untap step actions, draw step draw, etc.).
- 704 State-Based Actions -- the constantly-checked rules that destroy creatures with lethal damage, put Auras that are attached illegally into the graveyard, etc.
- 705 Flipping a Coin / 706 Rolling a Die.
- 707 Copying Objects.
- 708 Face-Down Spells and Permanents.
- 709 Split Cards / 710 Flip Cards / 711 Leveler Cards / 712 Double-Faced Cards / 713 Substitute Cards / 714 Saga Cards / 715 Adventurer Cards / 716 Class Cards / 717 Attraction Cards / 718 Prototype Cards / 719 Case Cards / 720 Omen Cards / 721 Station Cards / 722 Preparation Cards -- rules for special card frames.
- 723 Controlling Another Player / 724 Ending Turns and Phases / 725 The Monarch / 726 The Initiative / 727 Restarting the Game / 728 Rad Counters / 729 Subgames / 730 Merging with Permanents / 731 Day and Night / 732 Taking Shortcuts / 733 Handling Illegal Actions.