Tough rulings
Quick, plain-language adjudication for the plays that start arguments — the layer system, state-based actions, replacement effects, combat, and the Commander-specific rules. Grounded in the Comprehensive Rules; not a substitute for it.
Layers & continuous effects
Which order do continuous effects apply?
“Two effects are changing the same creature and they conflict — which one 'wins'?”
- Continuous effects apply in a fixed order of seven layers, not in timestamp order across layers: 1) copy, 2) control-changing, 3) text-changing, 4) type-changing, 5) color-changing, 6) ability add/remove, 7) power/toughness.
- You fully resolve each layer before moving to the next. Within a single layer, effects apply in timestamp order (oldest first), unless one depends on another.
- Power/toughness (layer 7) has its own sublayers, applied in this order: 7a) characteristic-defining abilities, 7b) effects that SET P/T to a specific value, 7c) counters, 7d) effects that modify but don't set (+1/+1, anthems, -X/-X, Giant Growth), 7e) effects that switch power and toughness.
- Key consequence: an effect that SETS base P/T (7b) is applied before +1/+1 counters (7c) and before pump (7d), so the counters and pump still add on top. 'Becomes a 1/1' then a +1/+1 counter = a 2/2.
Set base P/T vs. counters vs. pump
“My 3/3 has a +1/+1 counter, then something makes it a 0/1 — what is it now?”
- Setting base power/toughness happens in layer 7b. Counters are layer 7c. Other modifiers (anthems, Giant Growth) are 7d. Later sublayers stack on top of earlier ones — they don't erase them.
- So '0/1' (7b) is applied first, then the +1/+1 counter (7c) adds on top → a 1/2.
- This is why turning a big creature into a 1/1 doesn't get rid of its counters or remove an anthem bonus — those apply afterward.
State-based actions
Does my creature die?
“I dealt it damage / gave it -X/-X — does it die, and when?”
- Two different state-based actions can kill a creature: 1) toughness 0 or less → put into graveyard (this isn't 'destroy', so indestructible doesn't help and it can't be regenerated); 2) damage marked on it ≥ its toughness → it's destroyed (indestructible and regeneration DO apply here).
- -X/-X lowers toughness directly — it can drop a creature to 0 toughness and kill it even if it's indestructible. Combat/burn damage only marks damage and is checked against current toughness.
- State-based actions are checked every time a player would receive priority, and repeatedly until none apply — not the instant the damage is dealt. Nobody gets priority in between, so you can't respond to a creature dying.
- Damage marked on a creature wears off only as the turn ends (during cleanup), so two 2-damage hits on a 3-toughness creature across a turn add up to 4 and kill it.
The 'legend rule' and other duplicate checks
“I control two of the same legendary — what happens?”
- If one player controls two or more legendary permanents with the same name, that player chooses one to keep and puts the rest into their graveyard. It's a state-based action, so it happens immediately the next time anyone would get priority.
- It's per-player and per-name: two players can each have their own copy of the same legend with no problem.
- The same kind of check handles a player at 0 or less life (they lose), a player with 10+ poison counters (they lose), and a token that has left the battlefield (it ceases to exist).
Replacement effects
Two replacement effects want to apply — who decides?
“Two 'enters with counters' / doubling effects both apply to the same event. What order?”
- A replacement effect modifies an event before it happens (watch for 'instead', 'enters with', 'as ~ enters', 'if ~ would'). Each replacement effect can apply only once to any given event.
- If several would apply to the same event, the player who controls (or owns) the affected object/player chooses which to apply first, then re-checks what still applies.
- Doubling effects each apply once: with two counter-doublers, '1 counter' → double → 2 → double → 4.
- Replacement effects don't use the stack and can't be responded to — they just change how the event plays out.
Damage prevention and 'instead' shields
“Why didn't my lifelink / deathtouch / trigger happen — the damage was prevented?”
- Prevention effects ('prevent the next N damage', 'if a source would deal damage, prevent it') are replacement effects. If damage is fully prevented, it is never dealt.
- Because no damage is dealt: lifelink gains no life, deathtouch destroys nothing, and 'whenever this deals damage' triggers don't fire.
- Protection from a quality prevents damage from sources with that quality (the D in DEBT). Indestructible does NOT prevent damage — the damage is still dealt and lifelink/deathtouch still work; the creature just isn't destroyed by it.
Combat
Trample + deathtouch damage assignment
“My attacker has trample and deathtouch and is blocked — how much tramples over?”
- With deathtouch, any amount of damage is 'lethal' for the purpose of assigning combat damage — so you only need to assign 1 damage to each blocker.
- With trample, you assign at least lethal to the blockers, then may assign the rest to the player or planeswalker.
- Combined: assign 1 to each blocker (lethal, thanks to deathtouch), and everything else tramples through. A 5/5 deathtouch-trample blocked by one creature assigns 1 to it and 4 to the player.
- You still must assign at least 1 to each blocker before any tramples over. Damage already marked on a blocker also counts toward 'lethal'.
First strike and double strike create two damage steps
“There's first strike in combat — when does everything else happen?”
- If any attacking or blocking creature has first strike or double strike, there are two combat damage steps. Otherwise there's just one.
- In the first step, only first-strike and double-strike creatures deal damage. In the second step, double-strikers deal damage again, along with every creature that didn't already.
- A creature that dies in the first-strike step deals no damage in the second step. This is how a first-striker can kill a blocker before it ever hits back.
- Deathtouch + first strike: lethal is dealt in the first step, so a normal blocker dies before dealing its damage.
The stack & priority
Several triggers fire at once — what order? (APNAP)
“Everyone's triggers went off on the same event. Who picks the order?”
- Triggered abilities don't go on the stack the instant they trigger — they wait, then are put on the stack the next time a player would receive priority.
- They go on in APNAP order: the Active Player's triggers first, then each Non-Active Player in turn order. Each player orders their own triggers however they like.
- Because the stack is last-in-first-out, the active player's triggers go on the bottom and resolve LAST; the last non-active player's resolve first.
- Players get priority after each one resolves, so they can respond between triggers. (The live-game Judge batches these for you automatically.)
Responding, countering, and 'fizzling'
“Can I respond to that? What happens if its target is gone?”
- Anything on the stack (spells and activated/triggered abilities) can be responded to while it's there. 'Can't be countered' still lets you respond — you just can't counter it.
- When a spell or ability tries to resolve, it checks its targets. If ALL of its targets are now illegal, it doesn't resolve and is removed (it 'fizzles') — none of its effects happen.
- If some but not all targets are illegal, it resolves and does as much as it can to the legal ones; effects involving illegal targets do nothing.
- Costs are paid when you put a spell/ability on the stack, so they're already paid even if it later fizzles.
Commander rules
Commander tax
“How much extra does it cost to recast my commander?”
- Casting your commander from the command zone costs {2} more for each PREVIOUS time you've cast it from the command zone this game. (0 the first time, then {2}, {4}, …)
- The tax only applies to casts from the command zone. Casting it from your hand, graveyard, or exile costs its normal cost with no tax.
- The {2} is a generic cost increase — cost reducers and 'costs {2} less' effects can offset it.
Commander (general) damage
“When does commander damage kill someone?”
- A player who has been dealt 21 or more COMBAT damage by a single commander over the course of the game loses. It's a state-based action.
- It's tracked per commander, not totaled across different commanders. Damage from a commander's abilities or noncombat sources doesn't count — only combat damage.
- The damage also reduces the player's life total normally; the 21 threshold is a separate running tally per commander.
Sending a commander to the command zone
“My commander is about to die / be exiled — can I put it in the command zone?”
- If a commander would be put into a graveyard, exile, hand, or library from anywhere, its owner may instead move it to the command zone. This is a replacement effect (a choice made as the event happens).
- Because it's a replacement, the commander never actually reaches the graveyard/exile — so 'dies' / 'leaves the battlefield' triggers still see it leaving the battlefield, but it won't be in the graveyard afterward.
- You make this choice each time. If you decline, it goes to the normal zone like any other card.
- Each recast from the command zone after this still adds commander tax.
Copying
What does a copy actually copy?
“My Clone copies a creature that's pumped and has counters — what do I get?”
- A copy uses the 'copiable values': the printed characteristics of the original, plus any copy effects and any 'as this enters, it becomes a copy' choices already applied to it.
- It does NOT copy counters, damage marked, other continuous effects (auras, equipment, pump, anthems), or whether the original is tapped.
- So copying a 1/1 that's a 5/5 from counters and a +2/+2 spell still gives you a base 1/1 (then your own counters/effects apply on top).
- It DOES copy a face-down/face-up status and copy effects, and tokens copy their copiable values the same way.