300. General
In short
Overview of the card types and two basic rules: which types become permanents (and which, like instants and sorceries, never see the battlefield) and that objects don't retain lost type combinations. The individual types follow in rules 301–315.
Informal summary — the official English text below is authoritative.
300.1.The card types are artifact, battle, conspiracy, creature, dungeon, enchantment, instant, kindred, land, phenomenon, plane, planeswalker, scheme, sorcery, and vanguard.
300.2.Some objects have more than one card type (for example, an artifact creature). Such objects combine the aspects of each of those card types, and are subject to spells and abilities that affect either or all of those card types.
300.2aAn object that’s both a land and another card type (for example, an artifact land) can only be played as a land. It can’t be cast as a spell.
300.2bEach kindred card has another card type. Casting and resolving a kindred card follow the rules for casting and resolving a card of the other card type.
Source: Wizards of the Coast, Magic: The Gathering Comprehensive Rules. Unofficial presentation under the Fan Content Policy. Rules effective as of Sep 25, 2026