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
609. Effects
609.1
An effect is something that happens in the game as a result of a spell or ability. When a spell, activated ability, or triggered ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect.
609.2
Effects apply only to permanents unless the instruction’s text states otherwise or they clearly can apply only to objects in one or more other zones.
609.3
If an effect attempts to do something impossible, it does only as much as possible.
609.4
Some effects state that a player may do something “as though” some condition were true or a creature can do something “as though” some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally.
609.5
If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties.
609.6
Some continuous effects are replacement effects or prevention effects. See rules 614 and 615.
609.7
Some effects apply to damage from a source—for example, “The next time a red source of your choice would deal damage to you this turn, prevent that damage.”