Rules
Comprehensive Rules
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700General701Keyword Actions702Keyword Abilities703Turn-Based Actions704State-Based Actions705Flipping a Coin706Rolling a Die707Copying Objects708Face-Down Spells and Permanents709Split Cards710Flip Cards711Leveler Cards712Double-Faced Cards713Substitute Cards714Saga Cards715Adventurer Cards716Class Cards717Attraction Cards718Prototype Cards719Case Cards720Omen Cards721Station Cards722Preparation Cards723Controlling Another Player724Ending Turns and Phases725The Monarch726The Initiative727Restarting the Game728Rad Counters729Subgames730Merging with Permanents731Day and Night732Taking Shortcuts733Handling Illegal Actions
718. Prototype Cards
718.1
Prototype cards have a two-part frame, with a smaller frame inset below the type line of the card. The inset frame contains the prototype keyword ability as well as a second set of power, toughness, and mana cost characteristics.
718.2
The mana cost, power, and toughness in the inset frame represent alternative characteristics that the object may have while it is a spell or while it is a permanent on the battlefield. The card’s normal characteristics appear as usual.
718.3
As a player casts a prototype card, the player chooses whether they cast the card normally or cast it as a prototyped spell using the prototype keyword ability (see rule 702.160, “Prototype”).
718.4
In every zone except the stack or the battlefield, and while on the stack or the battlefield when not cast as a prototyped spell, a prototype card has only its normal characteristics.
718.5
A prototype card’s characteristics other than its power, toughness, and mana cost (and other than color) remain the same whether it was cast as a prototyped spell or cast normally.