608 Resolving Spells and Abilities

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What happens when a spell or ability actually does its thing. It reaches the top of the stack, every player passes, and 608 walks through every step of resolving it.

The resolution sequence (simplified)

  1. Check that any required targets are still legal. If all of them are illegal, the spell or ability doesn't resolve: it's removed from the stack, and a spell goes to its owner's graveyard (608.2b). If only some are illegal, it resolves, and the parts of the effect aimed at the illegal targets don't happen to them.
  2. Follow the instructions in the order written (608.2c). Replacement effects can modify those actions as they happen.
  3. Finish: an instant or sorcery goes to its owner's graveyard as the last part of resolving, a permanent spell enters the battlefield, and an ability ceases to exist (608.2n, 608.3a).

"Doesn't resolve" is not "countered"

A spell whose targets have all become illegal isn't countered; it just doesn't resolve. If a Lightning Bolt targets an opponent's creature and that creature gains hexproof in response, the Bolt finds its only target illegal on resolution and does nothing. The difference matters for a spell that "can't be countered": it still does nothing when all of its targets are illegal.

Why this matters

Understanding 608 explains:

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