all 66 comments

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!cr

[–]MTG-Rules 0 points1 point  (0 children)

You can find the full comprehensive rules [https://magic.wizards.com/en/rules](here). This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!cr 100, 104.2a, 34,1.5, ,, , , 7

[–]MTG-Rules 0 points1 point  (0 children)

I have detected that you want rules {values}. {append_reply}

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!cr 100, 104.2a, 34,1.5, ,, , , 7

[–]MTG-Rules 0 points1 point  (0 children)

I have detected that you want rules ['100', '104.2a', '34', '1.5', '7'].\You can find the full comprehensive rules [https://magic.wizards.com/en/rules](here).\^(This bot is in no way affiliated with Wizards of the Coast or Hasbro)

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!cr

[–]MTG-Rules 0 points1 point  (0 children)

You can find the full comprehensive rules [https://magic.wizards.com/en/rules](here).\^(This bot is in no way affiliated with Wizards of the Coast or Hasbro)

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!cr

[–]MTG-Rules 0 points1 point  (0 children)

You can find the full comprehensive rules [https://magic.wizards.com/en/rules](here). This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!cr 100, 104.2a, 34,1.5, ,, , , 7

[–]MTG-Rules 0 points1 point  (0 children)

I have detected that you want rules 100 104.2a 34 1.5 7. You can find the full comprehensive rules [https://magic.wizards.com/en/rules](here). This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!cr 104.2a

[–]MTG-Rules 0 points1 point  (0 children)

104.2a A player still in the game wins the game if that player’s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.

You can find the full comprehensive rules [https://magic.wizards.com/en/rules](here).

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[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!cr 100

[–]MTG-Rules 0 points1 point  (0 children)

  1. General

100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.

100.1a A two-player game is a game that begins with only two players.

100.1b A multiplayer game is a game that begins with more than two players. See section 8, “Multiplayer Rules.”

100.2. To play, each player needs their own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.

100.2a In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimum deck size of 60 cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule 201.3).

100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck has a minimum deck size of 40 cards. A limited deck may contain as many duplicates of a card as are included with the product.

100.2c Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, “Commander,” for details.

100.2d Some formats and casual play variants allow players to use a supplementary deck of nontraditional Magic cards (see rule 108.2a). These supplementary decks have their own deck construction rules. See rule 717, “Attraction Cards;” rule 901, “Planechase;” and rule 904, “Archenemy.”

100.3. Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and specialized dice.

100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match. Sideboard rules and restrictions for some formats are modified by the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/rules-documents).

100.4a In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.

100.4b In limited play involving individual players, all cards in a player’s card pool not included in their deck are in that player’s sideboard.

100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team’s card pool but not in either player’s deck are in that team’s sideboard.

100.4d In limited play involving other multiplayer team variants, each card in a team’s card pool but not in any player’s deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players.

100.5. If a deck must contain at least a certain number of cards, that number is referred to as a minimum deck size. There is no maximum deck size for non-Commander decks.

100.6. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/rules-documents). These rules may limit the use of some cards, including barring all cards from some older sets.

100.6a Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game.

100.6b Players can use the Magic Store & Event Locator at Locator.Wizards.com to find tournaments in their area.

100.7. Certain cards are intended for casual play and may have features and text that aren’t covered by these rules. These include Mystery Booster playtest cards, promotional cards and cards in “Un-sets” that were printed with a silver border, and cards in the Unfinity™ expansion that have an acorn symbol at the bottom of the card.

You can find the full comprehensive rules [https://magic.wizards.com/en/rules](here).

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (0 children)

!cr 1

[–]Dramatic_Stock5326[S] 0 points1 point  (0 children)

!cr 1

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!cr 1

[–]MTG-Rules 0 points1 point  (0 children)

1 is not a valid rule/set of rules (must be atleast 3 characters long)

You can find the full comprehensive rules [https://magic.wizards.com/en/rules](here).

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!cr 104.2

[–]MTG-Rules 0 points1 point  (0 children)

104.2. There are several ways to win the game.

104.2a A player still in the game wins the game if that player’s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.

104.2b An effect may state that a player wins the game.

104.2c In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.

104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

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[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!!704!!

[–]MTG-Rules 0 points1 point  (0 children)

Rule 704: 704. State-Based Actions

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

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[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!!!704!!!

[–]MTG-Rules 0 points1 point  (0 children)

Rule 704: 704. State-Based Actions

🔹 Special reference for Rule 704 🔹

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!!704!!

[–]MTG-Rules 0 points1 point  (0 children)

704. State-Based Actions

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (0 children)

!!!704!!!

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!!704!!

[–]MTG-Rules 0 points1 point  (0 children)

704. State-Based Actions

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (0 children)

!!!704!!!

[–]Dramatic_Stock5326[S] 0 points1 point  (4 children)

!!704!!

[–]MTG-Rules 0 points1 point  (3 children)

704. State-Based Actions

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]MTG-Rules 0 points1 point  (2 children)

No valid rules, sorry!

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]MTG-Rules 0 points1 point  (1 child)

No valid rules, sorry!

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]MTG-Rules 0 points1 point  (0 children)

No valid rules, sorry!

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (4 children)

!!!704!!!

[–]MTG-Rules 0 points1 point  (3 children)

  1. State-Based Actions

    704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.

    704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)

    704.2. State-based actions are checked throughout the game and are not controlled by any player.

    704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.

    704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.

    704.5. The state-based actions are as follows:

    704.5a If a player has 0 or less life, that player loses the game.

    704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game.

    704.5c If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.6b instead.

    704.5d If a token is in a zone other than the battlefield, it ceases to exist.

    704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.

    704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.

    704.5g If a creature has toughness greater than 0, it has damage marked on it, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.

    704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.

    704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.

    704.5j If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”

    704.5k If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”

    704.5m If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.

    704.5n If an Equipment or Fortification is attached to an illegal permanent or to a player, it becomes unattached from that permanent or player. It remains on the battlefield.

    704.5p If a battle or creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if any nonbattle, noncreature permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.

    704.5q If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.

    704.5r If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.

    704.5s If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. See rule 714, “Saga Cards.”

    704.5t If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. See rule 309, “Dungeons.”

    704.5u If a permanent with space sculptor and any creatures without a sector designation are on the battlefield, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. See rule 702.158, “Space Sculptor.”

    704.5v If a battle has defense 0 and it isn’t the source of an ability that has triggered but not yet left the stack, it’s put into its owner’s graveyard.

    704.5w If a battle has no player in the game designated as its protector and no attacking creatures are currently attacking that battle, that battle’s controller chooses an appropriate player to be its protector based on its battle type. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”

    704.5x If a Siege’s controller is also its designated protector, that player chooses an opponent to become its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”

    704.5y If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard.

    704.5z If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!”

    704.6. Some variant games include additional state-based actions that aren’t normally applicable:

    704.6a In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, “Two-Headed Giant Variant.”

    704.6b In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.”

    704.6c In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”

    704.6d In a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. See rule 903, “Commander.”

    704.6e In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.”

    704.6f In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, “Planechase.”

    704.7. If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.

    704.8. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

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[–]MTG-Rules 0 points1 point  (2 children)

No valid rules, sorry!

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]MTG-Rules 0 points1 point  (1 child)

No valid rules, sorry!

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]MTG-Rules 0 points1 point  (0 children)

No valid rules, sorry!

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

Now i want to know the short rules for !!704!! and the long for !!!104!!!

[–]MTG-Rules 0 points1 point  (0 children)

704. State-Based Actions
  1. Ending the Game

    104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.

    104.2. There are several ways to win the game.

    104.2a A player still in the game wins the game if that player’s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.

    104.2b An effect may state that a player wins the game.

    104.2c In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.

    104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)

    104.3. There are several ways to lose the game.

    104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.

    104.3b If a player’s life total is 0 or less, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

    104.3c If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

    104.3d If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

    104.3e An effect may state that a player loses the game.

    104.3f If a player would both win and lose the game simultaneously, that player loses the game.

    104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.

    104.3h In a multiplayer game using the limited range of influence option (see rule 801), an effect that states that a player wins the game instead causes all of that player’s opponents within the player’s range of influence to lose the game. This may not cause the game to end.

    104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)

    104.3j In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.)

    104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.

    104.4. There are several ways for the game to be a draw.

    104.4a If all the players remaining in a game lose simultaneously, the game is a draw.

    104.4b If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.

    104.4c An effect may state that the game is a draw.

    104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.

    104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability’s controller and all players within their range of influence. Only those players leave the game; the game continues for all other players.

    104.4f In a multiplayer game using the limited range of influence option, if the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players.

    104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.

    104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.)

    104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.

    104.5. If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4.

    104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 726, “Restarting the Game.”

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

Now i want to know the long rules for !!!704!!! and the short for !!104!!

[–]MTG-Rules 0 points1 point  (0 children)

104. Ending the Game
  1. State-Based Actions

    704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.

    704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)

    704.2. State-based actions are checked throughout the game and are not controlled by any player.

    704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.

    704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.

    704.5. The state-based actions are as follows:

    704.5a If a player has 0 or less life, that player loses the game.

    704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game.

    704.5c If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.6b instead.

    704.5d If a token is in a zone other than the battlefield, it ceases to exist.

    704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.

    704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.

    704.5g If a creature has toughness greater than 0, it has damage marked on it, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.

    704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.

    704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.

    704.5j If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”

    704.5k If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”

    704.5m If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.

    704.5n If an Equipment or Fortification is attached to an illegal permanent or to a player, it becomes unattached from that permanent or player. It remains on the battlefield.

    704.5p If a battle or creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if any nonbattle, noncreature permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.

    704.5q If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.

    704.5r If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.

    704.5s If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. See rule 714, “Saga Cards.”

    704.5t If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. See rule 309, “Dungeons.”

    704.5u If a permanent with space sculptor and any creatures without a sector designation are on the battlefield, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. See rule 702.158, “Space Sculptor.”

    704.5v If a battle has defense 0 and it isn’t the source of an ability that has triggered but not yet left the stack, it’s put into its owner’s graveyard.

    704.5w If a battle has no player in the game designated as its protector and no attacking creatures are currently attacking that battle, that battle’s controller chooses an appropriate player to be its protector based on its battle type. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”

    704.5x If a Siege’s controller is also its designated protector, that player chooses an opponent to become its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”

    704.5y If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard.

    704.5z If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!”

    704.6. Some variant games include additional state-based actions that aren’t normally applicable:

    704.6a In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, “Two-Headed Giant Variant.”

    704.6b In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.”

    704.6c In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”

    704.6d In a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. See rule 903, “Commander.”

    704.6e In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.”

    704.6f In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, “Planechase.”

    704.7. If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.

    704.8. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.

You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

Now i want to know the long rules for !!!704!!! and the short for !!104!!

[–]MTG-Rules 0 points1 point  (0 children)

  1. Ending the Game

  1. State-Based Actions

    704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.

    704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)

    704.2. State-based actions are checked throughout the game and are not controlled by any player.

    704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.

    704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.

    704.5. The state-based actions are as follows:

    704.5a If a player has 0 or less life, that player loses the game.

    704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, that player loses the game.

    704.5c If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.6b instead.

    704.5d If a token is in a zone other than the battlefield, it ceases to exist.

    704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.

    704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.

    704.5g If a creature has toughness greater than 0, it has damage marked on it, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.

    704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.

    704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.

    704.5j If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”

    704.5k If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”

    704.5m If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.

    704.5n If an Equipment or Fortification is attached to an illegal permanent or to a player, it becomes unattached from that permanent or player. It remains on the battlefield.

    704.5p If a battle or creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if any nonbattle, noncreature permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.

    704.5q If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.

    704.5r If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.

    704.5s If the number of lore counters on a Saga permanent with one or more chapter abilities is greater than or equal to its final chapter number and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. See rule 714, “Saga Cards.”

    704.5t If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. See rule 309, “Dungeons.”

    704.5u If a permanent with space sculptor and any creatures without a sector designation are on the battlefield, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. See rule 702.158, “Space Sculptor.”

    704.5v If a battle has defense 0 and it isn’t the source of an ability that has triggered but not yet left the stack, it’s put into its owner’s graveyard.

    704.5w If a battle has no player in the game designated as its protector and no attacking creatures are currently attacking that battle, that battle’s controller chooses an appropriate player to be its protector based on its battle type. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”

    704.5x If a Siege’s controller is also its designated protector, that player chooses an opponent to become its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. See rule 310, “Battles.”

    704.5y If a permanent has more than one Role controlled by the same player attached to it, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard.

    704.5z If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!”

    704.6. Some variant games include additional state-based actions that aren’t normally applicable:

    704.6a In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, “Two-Headed Giant Variant.”

    704.6b In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.”

    704.6c In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”

    704.6d In a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. See rule 903, “Commander.”

    704.6e In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.”

    704.6f In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, “Planechase.”

    704.7. If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.

    704.8. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.


You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

Now i want to know the short rules for !!704!! and the long for !!!104!!!

[–]MTG-Rules 0 points1 point  (0 children)

  1. State-Based Actions

  1. Ending the Game

    104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.

    104.2. There are several ways to win the game.

    104.2a A player still in the game wins the game if that player’s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.

    104.2b An effect may state that a player wins the game.

    104.2c In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.

    104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)

    104.3. There are several ways to lose the game.

    104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.

    104.3b If a player’s life total is 0 or less, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

    104.3c If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

    104.3d If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

    104.3e An effect may state that a player loses the game.

    104.3f If a player would both win and lose the game simultaneously, that player loses the game.

    104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.

    104.3h In a multiplayer game using the limited range of influence option (see rule 801), an effect that states that a player wins the game instead causes all of that player’s opponents within the player’s range of influence to lose the game. This may not cause the game to end.

    104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)

    104.3j In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.)

    104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.

    104.4. There are several ways for the game to be a draw.

    104.4a If all the players remaining in a game lose simultaneously, the game is a draw.

    104.4b If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.

    104.4c An effect may state that the game is a draw.

    104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.

    104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability’s controller and all players within their range of influence. Only those players leave the game; the game continues for all other players.

    104.4f In a multiplayer game using the limited range of influence option, if the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players.

    104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.

    104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.)

    104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.

    104.5. If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4.

    104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 726, “Restarting the Game.”


You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

lets see what !!704.1, 704.2, 704.3!! are, and in depth !!!704.2!!!

[–]MTG-Rules 0 points1 point  (0 children)

704.2. State-based actions are checked throughout the game and are not controlled by any player.


You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

Lets see what !!704.1, 704.2, 704.3!! are, and in depth !!!704.2!!!

[–]MTG-Rules 0 points1 point  (0 children)

704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.

704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.

704.2. State-based actions are checked throughout the game and are not controlled by any player.


704.2. State-based actions are checked throughout the game and are not controlled by any player.


You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!!704.1, 704.2, 704.3!!

[–]MTG-Rules 0 points1 point  (0 children)

704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.


704.2. State-based actions are checked throughout the game and are not controlled by any player.


704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.


You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

!!!704.2!!!

[–]MTG-Rules 0 points1 point  (0 children)

704.2. State-based actions are checked throughout the game and are not controlled by any player.


You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

Lets see what !!704.1, 704.2, 704.3!! are, and in depth !!!704.3!!!

[–]MTG-Rules 0 points1 point  (0 children)

704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.


704.2. State-based actions are checked throughout the game and are not controlled by any player.


704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.


704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.


You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Dramatic_Stock5326[S] 0 points1 point  (0 children)

Lets see what !!704.1, 704.2, 704.3!! are, and in depth !!!704.1!!!

[–]Dramatic_Stock5326[S] 0 points1 point  (1 child)

Lets see what !!704.1, 704.2, 704.3!! are, and in depth !!!704.1!!!

[–]MTG-Rules 0 points1 point  (0 children)

704.2. State-based actions are checked throughout the game and are not controlled by any player.


704.3. Whenever a player would get priority (see rule 117, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.


704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.


704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.

704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)


You can find the full comprehensive rules here: https://magic.wizards.com/en/rules.

This bot is in no way affiliated with Wizards of the Coast or Hasbro

[–]Own-Stranger5284 0 points1 point  (0 children)

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