Magic Rules
The complete Comprehensive Rules — searchable and cross-linked. Search by rule number (e.g. 613.1a), keyword (e.g. Deathtouch) or free text.
Rules effective as of Aug 7, 2026
Understand the Rules
Interactive explanations of the concepts most rules questions hinge on — step by step, with links into the Comprehensive Rules.
Turn Structure
Every phase and step of a turn — what happens when, and who gets priority.
Casting a Spell
The steps of 601.2 — from announcement to payment, in the correct order.
The Stack
How spells and abilities resolve — LIFO, priority and responses, played through interactively.
The Layer System
The famous iceberg: the order in which continuous effects change a card (613).
Formats & Ways to Play
From Standard to Commander, from Draft to Two-Headed Giant — how the formats differ and what is legal where.
Stack Trainer
Judge practice with real cards: play through scenarios step by step — with a "What happens?" question before the resolution.
Ban & Restricted Lists
Every banned and restricted card per format — from Standard to Commander, always current from the card data.
Table of Contents
1. Game Concepts
100.
General
101.
The Magic Golden Rules
102.
Players
103.
Starting the Game
104.
Ending the Game
105.
Colors
106.
Mana
107.
Numbers and Symbols
108.
Cards
109.
Objects
110.
Permanents
111.
Tokens
112.
Spells
113.
Abilities
114.
Emblems
115.
Targets
116.
Special Actions
117.
Timing and Priority
118.
Costs
119.
Life
120.
Damage
121.
Drawing a Card
122.
Counters
123.
Stickers
2. Parts of a Card
3. Card Types
4. Zones
5. Turn Structure
6. Spells, Abilities, and Effects
600.
General
601.
Casting Spells
602.
Activating Activated Abilities
603.
Handling Triggered Abilities
604.
Handling Static Abilities
605.
Mana Abilities
606.
Loyalty Abilities
607.
Linked Abilities
608.
Resolving Spells and Abilities
609.
Effects
610.
One-Shot Effects
611.
Continuous Effects
612.
Text-Changing Effects
613.
Interaction of Continuous Effects
614.
Replacement Effects
615.
Prevention Effects
616.
Interaction of Replacement and/or Prevention Effects
7. Additional Rules
700.
General
701.
Keyword Actions
702.
Keyword Abilities
703.
Turn-Based Actions
704.
State-Based Actions
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
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
8. Multiplayer Rules
800.
General
801.
Limited Range of Influence Option
802.
Attack Multiple Players Option
803.
Attack Left and Attack Right Options
804.
Deploy Creatures Option
805.
Shared Team Turns Option
806.
Free-for-All Variant
807.
Grand Melee Variant
808.
Team vs. Team Variant
809.
Emperor Variant
810.
Two-Headed Giant Variant
811.
Alternating Teams Variant
9. Casual Variants
Source: Wizards of the Coast, Magic: The Gathering Comprehensive Rules. Unofficial presentation under the Fan Content Policy.