Rules
Comprehensive Rules
Search and browse the complete Magic: The Gathering rulebook
9 Sections147 chapters
Additional Rules34 chapters
Back to all rules
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
722. Preparation Cards
722.1
Preparation cards have a two-part card frame, with a smaller frame inset within their text box.
722.2
The text that appears in the inset frame on the right defines alternative characteristics that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the left.
722.3
Preparation cards can’t be cast using the alternative characteristics found within their inset frames. Rather, these characteristics are used to define characteristics of copies which may be cast.
722.4
In every zone, a preparation card has only its normal characteristics.
722.5
If an effect instructs a player to choose a card name and the player wants to choose a preparation card’s alternative name, the player may do so.