614 Replacement Effects

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A replacement effect changes what would happen, replacing the original event with a new one. Think "instead of" -- the original event never actually happens.

How they work

Replacement effects watch for an event ("a creature would die", "a card would be put into a graveyard") and substitute a different outcome.

Critical property: replacement effects don't use the stack. If an event is replaced, it never happens; the modified event happens instead (614.6). You can't respond to the replacement itself. A Commander example: if your commander would be put into your hand or library, you may put it into the command zone instead (903.9b), and nobody can respond to that choice. A commander going to the graveyard or exile is different: it really goes there, and moving it to the command zone is a state-based action (903.9a).

Multiple replacements

If two or more replacement effects could apply to the same event, the affected player (or the controller of the affected object, or its owner if it has no controller) picks one to apply, then the rest are checked again, one at a time, until none are left (616.1).

Examples

Replacement vs triggered

QuestionReplacementTriggered
Uses the stack?NoYes
Can be responded to?NoYes
Wording"Instead", "if X would Y""When X", "Whenever X", "At"
Changes the original event?Yes (the event is modified or never happens)No (the event happens, then the trigger adds a new one)

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