Rules
Comprehensive Rules
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9 Sections147 chapters
Spells, Abilities, and Effects17 chapters
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600General601Casting Spells602Activating Activated Abilities603Handling Triggered Abilities604Handling Static Abilities605Mana Abilities606Loyalty Abilities607Linked Abilities608Resolving Spells and Abilities609Effects610One-Shot Effects611Continuous Effects612Text-Changing Effects613Interaction of Continuous Effects614Replacement Effects615Prevention Effects616Interaction of Replacement and/or Prevention Effects
606. Loyalty Abilities
606.1
Some activated abilities are loyalty abilities, which are subject to special rules.
606.2
An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities.
606.3
A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn.
606.4
The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost. This cost may be modified by other effects. 606.5 If the total cost to activate a loyalty ability contains multiple costs to add or remove loyalty counters, those costs are combined into a single cost to add or remove loyalty counters, as appropriate.
606.6
A loyalty ability with a negative loyalty cost, taking into account any additional costs, can’t be activated unless the permanent has at least that many loyalty counters on it.