This is an in-depth list of rules involved in UnCommander. It is meant to be used as a reference for specific questions, and is not intended to be read from top to bottom. If you are looking for a general introduction to playing UnCommander, see the Rules Overview page.

About the List

The following list describes how games of UnCommander differ from the regular Magic: the Gathering and Commander rules. It also compiles some of the more complex mechanics and elements introduced in UnCommander that warrant further explanation. On the list, “normal text” represents quotations of rules, rulings and Oracle text from official Wizards of the Coast and EDH Rules Committee sources. “Bold text” represents new rules written by us for UnCommander. The “Source and Commentary” column details the source of quotations, and provides explanation suggestions on how to handle some rules.

This is not an exhaustive list. It does not contain all the many new elements introduced in UnCommander, as many of these are explained on the relevant cards and their UnCommander card entry pages.

Dealing With Rules Issues

Not every possible contradiction between the cards, the rules of UnCommander and the official Comprehensive Rules is addressed here. Like anything involving silver-bordered cards, you’re stepping outside the realm of normal Magic, so all bets are off. We have tried to be thorough, but inevitably there are some interactions that we have not accounted for. We are not judges or experts on the official Magic rules. Where we have been unclear, please contact us at info@edhsilver.com or our Discord server and we will do our best to clarify the issue.

Section # Rules Source and Commentary
 

Terminology

 

Terminology

a) “UnCommander” refers to all the Uncommander formats generally. The two Uncommander formats are “UnCommander Core”, which covers the un-sets and other cards released officially as physical cards; and “UnCommander Unorthodox”, which also includes official and semi-official cards with no available official physical printings, mostly cards from supplemental materials such as videogames and magazines. The format used in a match should be made clear to all players before the game begins. EDH Silver
b) “UnCommander card entries” are the Magic card entries on edhsilver.com for use with UnCommader. They contain errata and UnCommander rulings for those cards. EDH Silver
c) UnCommander card entries in the “UnCommander” category are included in both UnCommander Formats, UnCommander Core and UnCommander UnOrthodox. EDH Silver
d) UnCommander card entries in the “UnOrthox Supplement” category are only included in the UnCommander UnOrthodox format. EDH Silver
e) “Included” in a format is just a way to refer to sets and cards permitted by the format. Note that within what is permitted by the format, individual cards in may still be banned. EDH Silver
f) “UnCommander-only card” refers to any card that is in a set not permitted in the regular Commander format, but is included in an UnCommander format. If a card has an UnCommander card entry, but has been printed in a set permitted in regular Commander, that card is not an UnCommander-only card. Banned UnCommander-only cards are treated differently to other banned cards, see the Banned Cards section. EDH Silver
 

UnCommander Golden Rules

 

UnCommander Golden Rules

a) In addition to the rules decribed here on this page and the rulings on the UnCommander card entries, UnCommander games follow the official Magic the Gathering comprehensive rules and the rules for the Commander format, with the following exceptions. When the text or rulings for an UnCommander-only card, or a rule presented on this page, directly contradict the official Oracle card text, rules or Gatherer rulings, generally follow the rules presented for UnCommander. EDH Silver

The rules presented here are specifically to facilitate the various unusual cards added to the game in these formats. As such, these rules take precedence over the Magic official Comphrehensive Rules of the game when relevant. Please use common sense with the application of these rules.

b) In addition to UnCommander-only cards, UnCommander includes all sets and cards permitted in the normal Commander format, and follows the Commander banlist. EDH Silver
c) For the purposes of playing UnCommander, the UnCommander card entries on EDHSilver.com are treated as the Oracle card reference for those cards. This replaces their official Oracle wordings on the Gatherer card database at Gatherer.Wizards.com. However, to avoid confusion, the card entries on this website are still referred to as “UnCommander card entries”. If a ruling, either on this page or on an UnCommander card entry, refers specifically to a card’s “official Oracle”, it is about the relevant Oracle entry on Gatherer. If it refers instead just to a card’s “Oracle”, it is about that card’s UnCommander card entry or its official Oracle, whichever takes precedence. EDH Silver
d) For UnCommander, the official rulings on the Gatherer database should still be followed unless they directly contradict the errata or rulings on the card’s UnCommander card entry, or the UnCommander rules. EDH Silver
e) Cards printed with the same name in different sets function identically. Any characteristics determined by printing-specific properties are taken from the original printing of that cards with that name, as defined on that card printing’s entry on the Gatherer card database, or if that card’s original printing is not on Gatherer, on that card’s UnCommander card entry. See a) in the Object Characteristics section for the list of object characteristics in UnCommander. Cards printed with multiple variants in the same set are an exception to this, see d) in the Object Characteristics section. EDH Silver, following the philosophy of the Magic 2014 Update Bulletin -see 109.3 under “Comprehensive Rulebook Changes” (2013-07-12)

This rule replaces the “Silver-bordered Golden Rule” put forth in the Unstable FAQ article (2017-12-06). See the Philosophy page for reasoning.

 

The Game, Separate Games and External People

 

The Game, Separate Games and External People

a) No in-game effect can affect any other games of Magic, and no element outside the game can normally affect anything in-game. If an effect specifies “in any game”, “any person in the room”, or similar, it may only target, choose and/or affect players or objects in your current game. This includes effects that affect the next game played in the same group or anything else referring to games in the past or future. No players outside the current game may be mechanically involved with the game. EDH Silver
a) i Restarting games and subgames are exceptions to the above rule. Abilities and rules that specifically refer to Restarting the game may have effects on the new game. Abilities and rules that specifically refer to Magic subgames may have effects on the subgame or main game. See 719. in the official Comprehensive Rules for rules on restarting the game, and 720. for subgames. EDH Silver
a) ii For effects that care about different games within a match, restarted games or subgames do not count as separate games EDH Silver
b) Note that UnCommander follows the regular Commander rules. As such, rule 11 in the Commander Rules prevents effects from bringing objects from outside the game into the game by default. If you want to allow these effects to fetch certain objects, it needs to be negotiated in your playgroup. Note that a) in the Banned Cards section prohibits UnCommander-only banned cards from being fetched. EDH Silver
 

Object ownership and zones

 

Object ownership and zones

a) In UnCommander, no effect may transfer in-game or out-of-game ownership of cards or objects. Any cards with printed text that refers to changing ownership have been banned or had those sections removed by errata. EDH Silver
b) In UnCommander, effects may put cards into any hand or library zone, not just their owner’s. This won’t change ownership of that card. As long as a card is in your hand, you control it, and by default you control any spell you cast from your hand, whether you own the card or not. An instant or sorcery spell that resolves will still go to its owner’s graveyard regardless of who cast it. EDH Silver
c) A card’s owner should be distinguishable by all players when it is in any hidden zone other than a library. The use of cards with effects that put cards into these zone other than their owner’s are only appropriate when the card backs of the players involved can be distinguished. Rulings on cards’ UnCommander card entries will specify what is recommended. EDH Silver

If an effect requires a card to be selected at random in a hand that contains multiple owners’ cards, it is recommended to use a die or other random number generator, or pick blind from a bag.

d) If a card’s effect puts a card into a library other than its owner’s, that card should be indistinguishable, unless an effect reveals it, from other cards in the library. It is advisable to make a clear note of the card and which library it’s in, so it is not forgotten at the end of the game. Putting a card into a library other than its owner’s still does not change ownership of that card. EDH Silver

A good way to make a card indistinguishable in a library is to use one of that player’s card sleeves if they have any spares.

 

Banned Cards

 

Banned Cards

a) For UnCommander-only cards, treat banned cards on the UnCommander lists as though they didn’t exist. No effect may put any of these cards into any zone. If an effect tries to find those cards or any of their characteristics, it will not find them. Cards with names in sets allowed in the regular Commander format are unaffected by this, whether or not they have UnCommander card entries. EDH Silver

The reason behind this rules section is that cards are often banned in UnCommander because they do not function within the format’s rules framework. This prevents those cards, or any of their characteristics from affecting anything in-game.

b) This means that banned UnCommander-only cards do not contribute their characteristics to the lists of characteristics on all card Oracle entries. If an effect asks a player to choose a card or characteristic, that player cannot choose characteristics that only appear on a banned UnCommander-only card.

Example: Mistform Ultimus is a creature with the ability “Mistform Ultimus is every creature type”. Frazzled Editor is a creature with the creature types “Human Bureaucrat”, printed in Unhinged. Frazzled Editor has the creature type “Bureaucrat” that isn’t currently in the Oracle text of any card in a set included in UnCommander. If Frazzled Editor was legal in UnCommander, “Bureaucrat” would be on the list of all creature types. However, Frazzled Editor is a banned UnCommander-only card, so Mistform Ultimus is not a Bureaucrat.

EDH Silver

Mistform Ultimus never liked dealing with red tape anyway…

 

Meta Elements

 

Meta Elements

a) The Philosophy page refers to “meta elements”, elements that could not be incorporated into the UnCommander rules framework due to being too arbitary or outside the remit of general Magic philosophy. on their UnCommander card entries, cards that contain these elements have either been reworked (such as unclear outcomes are chosen by the appropriate players), had those elements removed in errata, or been banned. EDH Silver

Examples of meta elements would include holding a card above the battlefield, referring to flavour text as a characteristic, or performing a series of physical actions.

b) In all cases, play each UnCommander-only card according to its UnCommander card entry. Players may still choose to act out the meta elements as long as they do not affect gameplay. Even if a player does choose to act out meta elements, it is not binding to any player. EDH Silver

This is so players that wish to act out the meta elements and those that don’t can play in the same game with minimal issues.

 

Object Characteristics

 

Object Characteristics

a) An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, border, watermark, whole words in its name(s), hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on. 109.3. in the official Comprehensive Rules, Updated to include the characteristics added in UnCommander.
b) Borders, watermarks and whole words in objects’ names are considered like any other object characteristics.

Example: Cryptoplasm has the ability “At the beginning of your upkeep, you may have Cryptoplasm become a copy of another target creature, except it has this ability.” It targets Druid of the Sacred Beaker, a creature with a silver border and a Crossbreed Labs watermark. Cryptoplasm copies its characteristics, and is now silver-bordered and has a Crossbreed Labs watermark.

EDH Silver
c) As described in the UnCommander Golden Rules, each card’s printing-specific characterisitics are defined by its original printing. EDH Silver
d) If a card’s original printing has multiple variants which have varying characteristics, then each variant is treated as having its own independent set of characteristics and legality rating. However, the variants still have the same name, and are treated as the same card for all other purposes, such as the amount permitted in deck construction. EDH Silver
d) i For each card in a deck which where its original printing has variants that have different characteristics, which variant of the card that is used in a deck is treated as a choice the deck’s owner makes in secret before the match or event begins. The outcome of that choice is represented by the variant of the card used in that deck. EDH Silver

No card where its original printing has variants with different characteristics has been printed in a later release.

e) In UnCommander, in addition to published sets (and other sources for UnCommander Unorthodox), a card’s original printing can also include the Happy Holidays and HASCON official promo card printings. Each event or other release is treated a separate printing with its own date. Other promo cards, such as prerelease cards, are not considered when determining a card’s original printing.

Example: Sword of Dungeons & Dragons’ original printing was in HASCON 2017 (September 8, 2017) where it had a “D&D” watermark, while its first printing in a commerical release was later in Unstable (December 8, 2017), without a watermark. As such, Sword of Dungeons & Dragons is considered to have a “D&D” watermark regardless of which printing is used, although on Gatherer the only version available is the Unstable printing that has no watermark.

EDH Silver
 

Borders

 

Borders

a) A card’s border is considered to be the border of the original printing of that card, regardless of which printing is used in-game. A token’s border is considered to be black, unless otherwise stated. This can be from the effect that created it, or from copying characteristics. Any other objects (such as emblems) are black-bordered unless otherwise stated. EDH Silver
b) An object’s border can be black, white or silver. An object can be borderless instead. EDH Silver
c) As official gold-bordered printings are reprints from commemorative sets and not the cards’ original printing, gold-bordered is not a valid sort of border in UnCommander. EDH Silver
d) When referring to borders, “black”, “white”, “silver”, or any other term used to describe borders, are not considered colors or color words. EDH Silver
 

Watermarks

 

Watermarks

a) Unless stated in the rulings for a card, its watermark is considered to be the watermark on that card’s original printing, in its official Oracle text on the Gatherer database at gatherer.wizards.com. If the original printing of the card is not on Gatherer, use the one on that card’s Uncommander card entry. EDH Silver

Advice for players building decks that interact with watermarks: if different printings of a card have different watermarks (or a lack of a watermark), it is recommended to use a printing that has the same watermark (or lack thereof) as the original printing if possible. This makes watermark interactions as clear as possible.

b) If a set has multiple cards printed with the same name but different characteristics, this can function differently. See ___ EDH Silver
c) Contraption cards are printed with a faction symbol in their lower right corner. This is considered a watermark and part of their text box. EDH Silver
d) Tokens are considered to have no watermark unless the effect that created them says otherwise. (Effects that give or copy characteristics can still give tokens watermarks.) EDH Silver
e) Watermarks with the same name may have slight visual variations, like the guild symbol watermarks in the different Ravnica blocks. As long as watermarks have the same name as defined on Gatherer official Oracle text, they are treated as the same. Some watermarks with different names have shared thematic or visual aspects, for example, the Temur and Atarka watermarks from the Khans of Tarkir block (these two are still considered seperate). EDH Silver
f) The original printings of certain cards have markings in their text boxes that resemble watermarks, like the Saga enchantment cards from the Dominaria expansion, and the Story Highlight cards published in sets from Kaladesh onwards with their planeswalker symbol. However, they are not considered watermarks on the Gatherer database (or the card listings on UnCommander), so in UnCommander, mechanically they are considered to not be watermarks. Note that some Magic the Gathering card database tools may define watermarks differently, so be sure to make sure to refer to the card’s original printing on the Gatherer database. EDH Silver
 

Individual Words in Names

 

Individual Words in Names

a) In addition to its name, an object has all the separate words in its name as individual words. If an object’s name changes, the individual words in its name will change accordingly. Individual words in an object’s names are a characteristic of that object. EDH Silver
b) If an object has more than one name, it has all the separate words in all its names as individual words. Examples of objects with more than one name include creatures equipped with Spy Kit, combined permanents, and split cards outside the stack or battlefield. EDH Silver
c) The only words in a name that can be interacted with by effects are words that are a noun, verb, adjective or adverb, and that are at least two characters long. Symbols, or words which are are in other word classes, such as pronoun, preposition, conjuntion, determiner or exclamation, may not be interacted with individually. If a word is not in a real-life language, it is probably a noun or other allowed word class EDH Silver
d) In a name, groups of words linked by hyphens are interacted with as though they are one word that includes the hyphens. As long as at least one word linked in that group is a noun, verb, adjective or adverb, that word may be interacted with. EDH Silver, following Everythingamajig (e)’s Gatherer ruling (2018-01-19).
e) Letters with accents, like í, ligatures like Æ, and characters outside the normal alphabet that are based on letters, are all still considered parts of words as normal. However, some of these, like Æ, have been changed via errata in the official Oracle reference on Gatherer to use more standard characters, e.g. “Ae”. EDH Silver

For an example, see “Aether Figment”

f) This rules section is designed with the English language printings in mind, as the function of this mechanic changes with names in different language versions. UnCommander is centered around the un-sets, which are only printed in English. Words in a name are derived from that object’s name, so when an effect refers to the words in its name, use the name given in the English official Oracle card reference for that card. EDH Silver, following 201.2. in the official Comprehensive Rules
g) Punctuation, such as “,” “.” “:” “!” “?”, are not considered parts of words. Hyphens (“-“) are considered to link groups of words together to be treated as though they are one word, and are considered part of that word. EDH Silver
 

New Colors and Basic Land Types

 

New Colors and Basic Land Types

a) Cards in the format (apart from UnCommander-only cards which are banned) contribute any nonstandard color on their card to the format (not white, blue, black, red or green. Colorless is irrelevant.). The color can be in the form of a colored mana symbol in the mana cost or rules text, a color indicator, or a color word in the rules text. This applies to all faces of the card. EDH Silver

Contributing nonstandard colors is separate from a card’s color identity.

b) Non-standard colors in a format are treated the same as standard colors. For instance, a land that can produce mana of any color can also produce mana of any nonstandard color in the format. Effects that change a permanent or spell to a color of your choice can choose any nonstandard color in the format. Nonstandard colors contribute to a card’s color identity like standard colors (colors of mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities or color indicator). EDH Silver, following the template of 903.4 in the official Comprehensive Rules
c) The nonstandard colors currently in the UnCommander Core format are gold (mana represented by {Au}) and pink (mana represented by {I}). EDH Silver
d) The nonstandard colors currently in the UnCommander Unorthodox format are gold (mana represented by {Au}), pink (mana represented by {I}), purple (mana represented by {L} ({L})), and yellow (mana represented by {Ye} ({Ye})). EDH Silver
e) Cards in the format (apart from UnCommander-only cards which are banned) contribute any nonstandard basic land type on their card to the format (not plains, island, swamp, mountain or forest). This can be either in the rules text or the type line. EDH Silver
f) Nonstandard colors in a format do not automatically also contribute a basic land type that grants an intrinsic ability that produces that color of mana. A legal card with a nonstandard basic land type will contribute the color of mana produced by its intrinsic ability to the format, however. EDH Silver
g) Nonstandard basic land types, in the format, are treated the same as standard basic land types. For example, if an effect gives a land all basic land types, that land gains all nonstandard basic land types’ intrinsic abilities. Effects that can choose any basic land type can choose any nonstandard basic land type in the format. EDH Silver
h) As with every card printed as a basic land, a deck can contain any number of cards with the same name which are printed as nonstandard basic lands.
 
i) The only nonstandard basic land type currently in UnCommander Core is Cloud. It grants “{T}: Add {C}.” In UnCommander Core, there is a basic land card named ‘Barry’s Land’ with the Cloud basic land type. EDH Silver
j) The nonstandard basic land types currently in UnCommander Unorthodox are Cloud and Portal. Cloud grants “{T}: Add {C}.” In UnCommander UnOrthodox, there is a basic land card named ‘Barry’s Land’ with the Cloud basic land type. Portal grants “{T}: Add {L}.” In UnCommander UnOrthodox, there is a basic land card named ‘Portal’ with the Portal basic land type.
EDH Silver
 

Objects in Multiple Zones

 

Objects in Multiple Zones

a) Certain effects can make an object become in more than one zone at once. EDH Silver
b) If an object remains in one zone, but also would become in another zone, it will not be treated as entering or leaving either zone.
EDH Silver
c) If an object would become in a combination of zones that has no zones in common with the zones it is currently in, that object will be treated as leaving the zones it is currently in and entering that other combination of zones.

Example: Yet Another Aether Vortex is an enchantment which reads, in part, “Players play with the top card of their libraries revealed.” and “Noninstant, nonsorcery cards on top of a library are on the battlefield under their owner’s control in addition to being in that library.”. Firemaw Kavu is a creature which reads, in part, “When Firemaw Kavu enters the battlefield, it deals 2 damage to target creature.” and “When Firemaw Kavu leaves the battlefield, it deals 4 damage to target creature.”. If Yet Another Aether Vortex is on the battlefield, and Firemaw Kavu becomes the top card of a library, Firemaw Kavu will be revealed and on the battlefield as well as in the library. As Firemaw Kavu is not treated as a new object entering a zone, its “When Firemaw Kavu enters the battlefield, it deals 2 damage to target creature.” ability will not trigger. If Firemaw Kavu’s owner draws a card, Firemaw Kavu would stop being on the battlefield and library, and become in that player’s hand. As that player’s “library” and “battlefield” have no zones in common with that player’s “hand”, Firemaw Kavu is treated as leaving that player’s library and battlefield and entering that player’s hand. Its “When Firemaw Kavu leaves the battlefield, it deals 4 damage to target creature.” ability will trigger.

EDH Silver, following the Unstable FAQ article on “Yet Another Aether Vortex”.
d) Even if an object is not treated as entering a zone, it is given a new timestamp if it becomes in a zone it was not in before.
EDH Silver, following the template of face-down permanents turning face-up, see 613.6e in the official Comprehensive Rules
e) A permanent is considered to have been under a player’s control for as long as that object has been on the battlefield. This means that creatures only that became on the battlefield after their controller’s most recent turn began cannot attack or activate any ability with {T} or {Q} in its cost unless they have haste. EDH Silver
f) If an effect instructs you to put an object in multiple zones into a zone that it is already in, that effect is considered to have affected that object, but nothing happens as that object is already in that zone. EDH Silver
 

Token Cards

 

Token Cards

a) Some effects put token cards into a zone. A token card’s printed characteristics are set by the effect that puts it into a zone from nonexistence, similar to a token. While on the battlefield, it is treated as a token by rules and effects. However, outside the battlefield, it is treated as a card for all purposes.
EDH Silver

It is important to differenciate a token card from normal tokens. If it enters a hidden zone, it is necessary to make it indistinguishable from the back from the other cards owned by the same player in that hand, or all other cards in that library. One way to do this is to use a spare card as a marker for the token card, putting it in a suitable card sleeve if necessary. Make sure all players are clear about how markers are being used.

b) “From nonexistence” just means that the token card didn’t exist prior to being put into that zone. This has no relation to being phased out.
EDH Silver
c) As token cards are treated as cards outside the battlefield, token cards do no cease to exist outside the battlefield like tokens do. Token cards can move between zones like cards can.
EDH Silver
d) To put a token card into a zone from nonexistence, it enters that zone as a new object. It has not been brought into the game from outside the game. This means it is not restricted by rule 13 in the official Commander rules.
EDH Silver
e) A token card being put into a zone from nonexistence is not a token creation effect. Effects like Anointed Procession‘s ability that care about token creation don’t apply to token cards.
EDH Silver, expanding on the Gatherer rulings of Gunk Slug
f) i Some effects that make token cards were originally written as “create [those token cards] and put them into [a zone].” Cards that were printed with that text have received errata in their UnCommander card entries so they just “put” the token cards into a zone from nonexistence.
EDH Silver
g) Token cards being put onto the battlefield from anywhere are not treated as tokens being created. However, they still count as tokens entering the battlefield.

Example: You have a Reassembling Skeleton creature token card in your graveyard. It has “{1}{W}: Return Reassembling Skeleton from your graveyard to the battlefield tapped.” You control Anointer Priest, which reads, in part “Whenever a creature token enters the battlefield under your control, you gain 1 life.” You also control Soul of the Harvest, which reads, in part “Whenever another nontoken creature enters the battlefield under your control, you may draw a card.” You activate Reassembling Skeleton’s ability, and it returns to the battlefield. Anointer Priest’s ability triggers, and you gain 1 life. Soul of the Harvest‘s ability doesn’t trigger.

EDH Silver
h) Note that token cards with the instant or sorcery card type and no permanent type cannot enter the battlefield, as usual.
EDH Silver
i) Like tokens, token card is not part of an object’s copiable values.

Example: You control a Reassembling Skeleton creature token card. Targeting Reassembling Skeleton, you cast Wake the Reflections, a sorcery that reads “Populate. (Create a token that’s a copy of a creature token you control.)” It resolves, creating a token copy of Reassembling Skeleton. The copy is not a token card, and it is created as normal for a token.

EDH Silver
j) Token cards only exist in the game. A token card ceases to exit outside the game. A token card put outside the game cannot then return to any game zone. It no longer exists, so if anything looks for it, nothing will be found. EDH Silver
 

Predefined Tokens or Token Cards

 

Predefined Tokens or Token Cards

a) 111.10. in the official Comprehensive Rules has a list of predefined tokens which are only referred to by their name in the creation effect.  
b) Some effects instruct a player to put a predefined token card into a zone from nonexistence. (For details on token cards, see the Token Cards section.) These effects use the definition below to determine the characteristics the token card is put into that zone with. The effect that puts a predefined token card into a zone from nonexistence may also modify or add to the predefined characteristics. Note that putting a token card into a zone is not a token creation effect. EDHSilver, following the template of predefined tokens in 111.10. of the official Comprehensive Rules.
b) i A Gunk token card is a colorless sorcery token card with Cycling {4} ({4}, Discard this card: Draw a card.) EDH Silver
c) In UnCommander, effects may instruct you to “create [quantity] [card name] tokens” with no further instructions in the rules text. To do this, create tokens with the characteristics of the card that corresponds with the card name given in the effect. These values are treated as its printed characteristics. EDH Silver

Cards with these creation effects have the relevant card characteristics in their reminder text on their UnCommander Card Entries.

d) This also applies to effects that put token cards into a zone from nonexistence. Note that this is not treated as a token being created. EDH Silver
 

Spell Copies and Permanent Types

 

Spell Copies and Permanent Types

a) If a spell copy not represented by a card is a permanent spell (it has at least one of the following types: artifact, creature, enchantment or planeswalker), if it would enter the battlefield due to resolving, it enters the battlefield as a token with the characteristics of the spell copy. This is still treated as a token creation effect. EDH Silver, expanding on 706.10a in the off Comprehensive Rules.
a) i The token is no longer a spell copy, so does not cease to exist outside the stack. The characteristics from the spell copy are treated as the token’s printed characteristics. EDH Silver
a) ii The token enters the battlefield under the control of the player who controlled the spell copy. Its owner is the player who owned the spell copy (the player under whose control the spell copy was put on the stack). This is an exception to how tokens’ owners are determined, see 111.2. in the official Comprehensive Rules. EDH Silver, following how nontoken permanents are put onto the battlefield from the stack, see 608.3. and 108.3. in the official Comprehensive Rules.
 

Spells With Permanent and Nonpermanent Card Types

 

Spells With Permanent and Nonpermanent Card Types

a) A spell is a permanent spell if it has at least one permanent card type (artifact, creature, enchantment, or planeswalker). EDH Silver
b) Instants and/or sorceries can enter and be on the battlefield as long as they also have a permanent type. This is an exception to 304.4. and 307.4. in the official Comprehensive Rules. EDH Silver
c) If a permanent on the battlefield has the instant or sorcery card type, and no permanent types, it is put into its owner’s graveyard as a state-based action. EDH Silver
d) Note that instant, sorcery, and each permanent type has a time it can normally be cast. If a spell has an instant type, regardless of any other card types it has, it can normally be cast any time its controller has priority (see 304.1. in the official Comprehensive Rules). Otherwise, a spell can normally be cast during a main phase if its controller has priority and the stack is empty (see 301.1., 302.1., 303.1. and 306.1. in the official Comprehensive Rules).
EDH Silver
e) If a spell is an instant and/or sorcery which also has a permanent type, it resolves first as an instant/sorcery, skipping the final step of putting the spell into its owner’s graveyard (see 608.2k in the official Comprehensive Rules). It then resolves as a permanent spell, usually entering the battlefield as a permanent. EDH Silver
 

Numbers and Text-Changing Effects

 

Numbers and Text-Changing Effects

a) In UnCommander, the following are considered expressions of numbers—
• A Hindu–Arabic numeral (0, 3, 64 etc.). If the digits of the number are seperated by a space, forward slash, or any other punctuation or differenciation apart from a single comma, they are considered parts of different numbers.
• A Roman numeral (“nulla”, III, LXIV etc.). These are only numbers if they aren’t part of other words. If two letters are seperated by anything, they aren’t part of the same numeral.
• A number word (“zero”, “three”, “sixty-four” etc.). A single number expressed in multiple words is still a single number.
EDH Silver
b) Mana symbols in mana costs without numbers in them, energy counter symbols on cards and any other expression of amount that doesn’t use the three formats above, are not considered numbers. EDH Silver
c) Every number has a value. If this changes, it is still considered to be the same part of a symbol or characteristic, just with a different value. EDH Silver
d) Nothing within an object’s name or type line is considered a number. EDH Silver
e) Indefinite articles, such as “a” in “draw a card” aren’t number words […]. Part of More or Less‘s Gatherer rulings (2018-01-19)
f) On some cards, a number word like “one” on a printing of a card may have since been changed to an indefinite article, like “a” if that’s card’s Oracle text has been reworded. If in doubt, check the UnCommander card entries for cards in sets only included by UnCommander, or the Gatherer entries for all other cards. EDH Silver
g) The only current use of roman numerals in Magic is for the chapter abilities in Saga cards, expressed in the official Comprehensive Rules in the form “{rN}—[Effect]”, meaning “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”. If an effect changes the value of a roman numeral in a saga’s chapter ability, It will change the value of N in {rN}, and may change when the saga’s abilities trigger. EDH Silver, using the format for Saga abilities from 714.2b in the official Comprehensive Rules
h) Numbers in mana symbols are treated like other numbers, the main examples being generic costs represented by numerical symbols (such as {1}), or hybrid mana symbols with an number of generic mana as one of the ways to pay its cost such as {2/G}. Numbers in different symbols which are part of the same mana cost or ability’s cost are still considered as seperate numbers. Note that numbers in characteristics of an object are still using Oracle text, so effects that add colorless mana will not have the amount of mana as a number if the mana is expressed as {C} mana symbols in its Oracle text. EDH Silver
i) If an effect changes the value of a number in a mana symbol in an object’s mana cost, this will usually change that object’s converted mana cost. If a value of a number in a mana symbol is modified, the converted mana cost of that object is recalculated as a state-based action. EDH Silver
j) An effect that modifies, sets or replaces values of numbers cannot change an object’s converted mana cost directly. So, if an object has no numerical symbols in its mana cost, these effects cannot change that object’s mana cost that way. EDH Silver
k) Changing the value of a number in a cost after has been paid has no effect on the amount which was paid. It can alter the converted mana cost of that object though. EDH Silver, expanding on More or Less’s Gatherer rulings (2018-01-19)
l) Effects that modify, set or replace values of numbers can only modify an object’s numbers that are parts of characteristics on the face which is currently up.

Example: A double-faced card’s back face is up, and its converted mana cost is being determined by its front face. Effects that modify numbers cannot modify a numeral within a symbol in the mana cost on the front face as it is not currently up, so its converted mana cost cannot be affected that way.

EDH Silver
m) Although some effects refer to the “number” of counters on an object, “number” of colors a permanent has, these characteristics of an object cannot be modified by effects that modify numbers, as the characteristics themselves are not numbers. EDH Silver
n) Effects that modify, set or replace numbers can change the number of sides on a die whose number of sides is defined in an object or ability. If you don’t have a die with the exact number of sides needed, you can use other dice to simulate the rolls, see Die Rolling __ EDH Silver

You can use another die with more sides than the effect instructs after text-altering effects have been applied to simulate the roll, discounting any results if they are higher than the die could produce and rolling again. This is not a re-roll, and the value of the result is checked before any modifiers to the result are added. Alternatively, another way to simulate the roll is to use a random number generator that is approved by all players.

o) Effects that modify, set or replace numbers can change positive or zero values to negative. Sources that would deal 0 or less damage don’t deal any damage […]. EDH Silver, expanding on More or Less’s Gatherer rulings (2018-01-19)
 

Noninteger Values and Amounts

 

Noninteger Values and Amounts

a) In Uncommander, most of the time whole numbers (integers) are used. However, fractions and decimals can also used for values and symbols in some cases when dealing with noninteger values. EDH Silver, replaces 107.1. in the official Comprehensive Rules
b) If a noninteger value is a multiple of (1/2), it is expressed as a mixed numeral. In a Hindu–Arabic numeral, 3½, for example. In a number word, “three and one-half”, for example. Any other noninteger value is expressed as a decimal in a Hindu–Arabic numeral, such as 6.28. EDH Silver
c) Spells or abilities usually tell you to round values up or down when a noninteger value could be generated. Generally, rounding works as follows: to round up, round to the nearest integer with a value higher than the generated value, to round down, round to the nearest integer with a value lower than the generated value. If the spell or ability does not specify, use the noninteger value instead. EDH Silver, replaces 107.1a in the official Comprehensive Rules
d) Players, objects and counters are considered discete items, and if any effect refers to a noninteger number of them, it refers to a number of them of equal to the noninteger value rounded down (unless instructed to round up) instead. EDH Silver
e) A value generated determined by a number of discrete items can be modified as normal, and can become a noninteger value. EDH Silver
f) Noninteger values can be applied to power and toughness; damage; life gain, payment, or loss. EDH Silver
g) Noninteger life gain or loss can be applied to life totals. Life totals can be noninteger amounts EDH Silver
h) Noninteger damage is still marked on creatures. However, the amount of damage marked is not rounded up or down, and must be at least equal to its toughness value for lethal damage to have been dealt EDH Silver
i) As damage to planeswalkers results in loyalty counters being removed from it, If an effect would deal a noninteger amount of damage to a planeswalker, the resulting number of loyalty counters removed from it is rounded down unless otherwise instructed. EDH Silver, applies to 306.8. in the official Comprehensive Rules
j) Effects can add noninteger amounts of mana to a player’s mana pool in multiples of (1/2). When mana is spent, only the amount specified in the cost is removed, and the remainder remains in that player’s mana pool. Effect that add mana which specify “of any color” or “of any one color” will normally only add mana of one color. However, effects that add mana “in any combination of colors” can add mana with half values, as long as the total amount of mana added is the amount specified by the effect. Noninteger amounts of mana empty at the end of steps and phases as normal. EDH Silver
k) Whole mana can be split into half mana. You may use any combination of half and whole mana to pay costs as long as the total amount of mana paid is correct and the mana paid matches all the requirements of the cost.

Example: If you have {W} in your mana pool, the mana can be split into {HW}{HW} so you can use {HW} to pay the mana cost of Little Girl. The unspent {HW} will remain in your mana pool.

Example: Dr. Julius Jumblemorph has a mana cost of {2}{G}{W}. You may use {C}{C}{G}{HW}{HW} to pay its mana cost. You may not use {C}{C}{G}{HW}{HR} to pay its mana cost, as only half of the whole white mana in its mana cost can be paid.

Example: to pay a cost of {3}, you could use {HW}{HU}{HB}{HR}{HG}{HA}, {HC}{HR}{HR}{HR}{W}, {HW}{B}{R}{HR} or any other combination of mana that fits the mana cost to pay it, as long as you have the necessary mana in those colors in your mana pool.

EDH Silver

If you are playing with a deck that makes use of half amounts of mana, it is recommended to bring markers or some other method of keeping track of mana amounts.

l) While paying costs that include snow or colorless mana requirements ({S} or {C}), each of those symbols must be be paid with a total of one whole mana that meets the requirements (mana produced from snow permanents for {S}, colorless mana for {C}). EDH Silver
m) Abilities and effects that care about the number of colors of mana used to pay a cost, such as Sunburst and abilities with the ability word “Converge”, count the colors of half colored mana. Only a half colored mana or more is needed for Sunburst to add counters. EDH Silver
n) Abilities and effects that care about whether a certain amount of mana was spent to pay a cost, such as abilities with the “Adamant” ability word, only care if the entire amount of mana specified was paid.

Example: Gruul Scrapper is a creature with mana cost {3}{G}, and the ability “When Gruul Scrapper enters the battlefield, if {R} was spent to cast it, it gains haste until end of turn.”. If {C}{C}{HC}{HR}{G} was spent to pay its mana cost, it would not gain haste, as a full {R} was not paid.

EDH Silver
o) Some mana costs can contain noninteger mana symbols. Those currently in UnCommander are: half colored mana symbols such as {HW}, represented with one half missing, or generic mana costs such as {½}, that have a multiple of (1/2) expressed as a mixed numeral within a circle. EDH Silver
p) Converted mana costs are still determined from noninteger mana symbols, so can be noninteger values. As mana costs and variable mana costs can only be integers or multiples of (1/2), Converted mana costs can only be multiples of (1/2). EDH Silver
q) Hybrid mana symbols are not related to half mana symbols, despite some visual similarities. The word “half”, when used to refer to one part of a hybrid symbol, has no connection to noninteger mana. EDH Silver
r) When choosing a number, that player chooses 0 or positive integers, or other positive multiples multiples of 1/2; within the specified range. If you are instructed to choose a number of players, objects or counters, or divide something (such as damage) among them, you must choose or divide them among a nonzero integer number of players, objects and/or counters if possible.

Example: Bogardan Hellkite has the ability “When Bogardan Hellkite enters the battlefield, it deals 5 damage divided as you choose among any number of targets.” . You cannot choose to divide the damage among one-and-a-half targets. If you choose to divide the 5 damage among two targets, you may choose to assign 3½ damage to one and 1½ damage to the other.

Example: Verdurous Gearhulk has the ability “When Verdurous Gearhulk enters the battlefield, distribute four +1/+1 counters among any number of target creatures you control.”. You must choose an integer number of targets, and also an integer number of +1/+1 counters to be put on each of those targets.

EDH Silver, following rulings from the Unhinged FAQ article (2004-11-15). Replaces 107.1c in the official Comprehensive Rules
 

Put Outside the Game

 

Put Outside the Game

a) Rules text on some cards refers to putting an object outside the game. To put an object outside the game, it is treated as leaving the zone it is currently in, then is considered an object its owner owns outside the game. Like any other card outside the game, it is not in any game zone. EDH Silver

The term “put outside the game” is a is a rephrasing of “absolutely-removed-from-the-freaking-game-forever” printed on AWOL in Unhinged. We have used this with UnCommander card entry errata for any effects with a clear intent that objects are removed fully from the game.

b) The phrase “put outside the game” has no relation to the obselete wording “removed from the game”, which was retooled to “exile” back in the Magic 2010 rules changes. EDH Silver
c) If the game is restarted, all cards that are put outside the game will be involved with the new game. This usually means they are put into their respective owners’ decks. This does not apply to cards a player owns outside the game that remained outside the game for its entire duration. See 719.2. in the official Comprehensive Rules. EDH Silver
d) If a token is put outside the game, it ceases to exist, as though it had entered a zone other than the battlefield. It will not return if the game is restarted. EDH Silver
e) If a copy of a spell or card is put outside the game, it ceases to exist, as though it had entered a zone that it would normally cease to exist in (any zone other than the stack for a copy of a spell, any zone other than the stack or battlefield for a copy of a card). EDH Silver
f) A card that is put outside the game is treated by the game as a card its owner owns outside the game, but is not considered to be in a sideboard. Note that the official Commander rules do not allow effects to “bring other card(s) [players] own from outside the game into the game”. If your playgroup allows these effects, it is worth bringing up how to handle cards that are put outside the game. EDH Silver, referencing 11. in the official Commander rules.
 

Combine and Combined Permanents

 

Combine and Combined Permanents

a) A combined permanent is a single object that is composed of two or more constituents. This includes host/augment permanents, melded permanents, merged (mutated) permanents and all other permanents formed from combining effects. EDH Silver, following-
Grusilda, Monster Masher‘s Gatherer rulings (2018-01-19).
Mark Rosewater’s Blogatog ruling on Grusilda, Monster Masher (2017-11-24)
Mark Rosewater’s Twitter ruling on merged/mutated permanents (2020-05-08)
b) A constituent is a part of a combined permanent. Constituents generally used to be objects that were then combined into the combined permanent. Once they are part of a combined permanent, constituents are not considered objects or permanents in their own right. Game interactions are generally with the combined permanent not its constituents while they are on the battlefield. EDH Silver
c) It’s possible that a constituent never was its own object, if it was a token that was created as combined with another permanent. EDH Silver
d) Generally, the constituents of a combined permanent share their characteristics. If it is a creature, its power is equal to their total power and its toughness is equal to their total toughness (if one or more constituents is a creature), its converted mana cost is equal to their total converted mana cost, its mana cost is their combined mana costs, and it has their names, colors, supertypes, types, subtypes, text boxes, etc. However, certain combination effects, such as merge (mutate), differ in some aspects. EDH Silver, following the template of Grusilda, Monster Masher‘s Gatherer reminder text
e) Combine is a keyword action. To put two or more cards onto the battlefield combined, put them onto the battlefield from the zone they are currently in. The cards enter the battlefield as constituents of a single combined permanent (see below). To combine an object with a permanent, put it touching that permanent and it becomes a constituent of that permanent. If that permanent is not already a combined permanent, it becomes a constituent, and all constituents are now considered part of a combined permanent. The combined permanent is considered the same object as the permanent before the object was combined with it; the object that was combined does not enter the battlefield as no new permanent has entered the battlefield. EDH Silver
f) Although not objects in their own right, constituents still get a timestamp at the point they become part of a combined permanent. EDH Silver
g) In the unusual case that a rule or effect is refers specifically to a constituent’s characteristics, their characteristics are considered to be the printed characteristics on those constituents as modified by any copy effects that were applied before that constituent became part of the combined permanent. EDH Silver
h) If a combined permanent leaves the battlefield, all of its constituents are moved to the zone the combined permanent was sent to, and its consituents are treated as seperate. If any return to the battlefield, they are still treated as seperate. token constituents will generally cease to exist outside the battlefield as normal. EDH Silver
i) If a player exiles a combined permanent, that player determines the relative timestamp order of all the cards the constituents become at that time. This is an exception to the procedure described in 613.6j. of the official Comprehensive Rules. 712.4b in the official Comprehensive Rules, adapting the meld template for combined permanents
j) If an effect can find the new object that a combined permanent becomes as it leaves the battlefield, it finds all the cards that were its constituents as it left the bFattlefield. (See 400.7. in the official Comprehensive Rules) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them.

Example: Otherworldly Journey is an instant that reads “Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner’s control with a +1/+1 counter on it.” A player casts Otherworldly Journey targeting a combined permanent named “Horseshoe Crab” and “Harabaz Druid. This permanent is exiled. At the beginning of the next end step, Horseshoe Crab and Harabaz Druid are both returned to the battlefield separate and uncombined, each with a +1/+1 counter on it.

712.4c in the official Comprehensive Rules, adapting the meld template for combined permanents
k) If multiple replacement effects could be applied to the event of a combined permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one or more of the cards its constituents become, affects all of those cards. If the melded permanent is a commander, it may be exempt from this rule; see 903.9a. in the official Comprehensive Rules.

Example: Leyline of the Void is an enchantment that reads, in part, “If a card would be put into an opponent’s graveyard from anywhere, exile it instead.” Wheel of Sun and Moon is an Aura with enchant player and the ability “If a card would be put into enchanted player’s graveyard from anywhere, instead that card is revealed and put on the bottom of its owner’s library.” If the controller of Half-Kitten, Half-Rocket (a combined permanent with “Half-Kitten, Half-” and “Angelic Rocket” as cards that became its constituents) is affected by both cards’ effects, that player chooses one effect to apply to the event, and Half-Kitten, Half- and Angelic Rocket are both moved to the appropriate zone.

712.4d in the official Comprehensive Rules, adapting the meld template for combined permanents
l) If an effect needs to know the number of objects that changed zones, a combined permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that combined permanent counts as being as many cards as there were nontoken constituents that moved. 712.4e in the official Comprehensive Rules, adapting the meld template for combined permanents
m) If a player’s commander is combined as a constituent in a combined permanent, the resulting combined permanent is that player’s commander. 903.3b in the official Comprehensive Rules, adapting the meld template for combined permanents
n) If a commander is a combined permanent and its owner chooses to put it into the command zone as a replacement effect (when it would be exiled from anywhere or put into its owner’s hand, graveyard, or library from anywhere), that permanent and any of its constituents that isn’t a commander are put into the appropriate zone, and the constituent card that represents it and is a commander is put into the command zone. 903.9a in the official Comprehensive Rules, adapting the meld template for combined permanents
o) A constituent’s owner remains the same as the object it was before it became a constituent. As a result, a combined permanent may have more than one owner if its constituents have different owners. EDH Silver
p) If a combined permanent is put into a graveyard from the battlefield, it is treated as one permanent leaving the battlefield, but its nontoken constituents are then treated as separate cards and are all put into their respective owners’ graveyards (as modified by any replacement effects). Likewise, any effect that moves the combined permanent to a zone specified by the object’s owner, such as Boomerang’s “Return target permanent to its owner’s hand”, will make the combined permanent leave the battlefield, but each of its nontoken constituents are then moved individually to a zone, as dictated by their ownership. EDH Silver
q) For effects that care about whether a permanent is owned by a single specified player, such as Brand‘s “Gain control of all permanents you own”, a combined permanent is considered to be owned by all the players that own one or more of its constituents. EDH Silver
r) Some effects that do not care about whether a specified player owns a permanent, and instead have different outcomes based on the ownership of the permanent. If this is applied to a combined permanent with more than one owner, it must have its ownership treated as though it is owned by a single player for the purposes of the effect. To do this, at the time it is necessary to determine the combined permanent’s owner, usually during an effect’s resolution, randomly choose one of the combined permanent’s constituents. The player that owns that constituent is considered to be the owner of the combined permanent for this effect. Only determine the ownership of a combined permanent once for each instance of an effect.

EXAMPLE: Player A activates Grusilda, Monster Masher‘s ability to put a Feisty Stegosaurus, from player A’s graveyard (owned by player A), and an Acidic Slime, from player B’s graveyard (owned by player B), onto the battle combined under player A’s control. On a later turn, player A activates the augment ability of a Half-Orc, Half- card in their hand to combine it with the combined permanent under their control. On a further later turn, player B activates the ability of Homeward Path to make each player gain control of all permanents they own. As Homeward Path’s ability resolves, it is necessary to determine the combined permanent’s owner. The players agree on a way to randomly choose one of the combined permanent’s three constituents. The constituent chosen this way is Acidic Slime. As player B is the owner of that constituent, player B is considered the owner of the combined permanent for the purposes of that instance of Homeward Path’s ability. Homeward Path’s ability resolves, and player B gains control of the whole combined permanent from player A.

EDH Silver
s) If different constituents of a combined permanent have one or more characteristic-defining abilities defining the same characteristic, the combined permanent has both constituents properties for that characteristic if possible. EDH Silver
t) If a combined permanent has one or more abilities that define its power or toughness, the values from each constituent are calculated separately then added together with the other constituents’ power or toughness respectively, to make the combined permanent’s power and toughness. EDH Silver
u) Two or more characteristic-defining abilities on a combined permanent can counteract each other, such as Devoid (This object is colorless) and “This permanent is all colors”. If a contradiction between abilities like this would occur on a combined permanent, the ability on the constituent with the most recent timestamp takes precedence (while that object has that ability, it overrides the other ability). If all conflicting abilities are on constituents with the same timestamp, then the permanent’s controller chooses one of the conflicting abilities to override the others. EDH Silver
v) Note that if one of the constituents of a combined permanent has the Legendary supertype, the whole combined permanent is considered to be legendary. This means each name of the combined permanent is subject to the legend rule. Note that the legendary rule only matters for two or more permanents with the same name that are legendary, so the legend rule will not matter if a player controls multiple permanents with the same name, as long as only one has the legendary supertype. EDH Silver

For the legend rule, see 704.5j in the official Comprehensive Rules

w) Note that if a combined permanent has two or more constituents that are legendary and have the same name, the legend rule only it only sees it as one permanent.
EDH Silver
x) Although it appears before the permanent type on some official token markers, token is not a supertype, or any sort of type. As such, ‘token’ is not shared in any way to the combined permanent. A combined permanent is considered a token if all its constituents are tokens, and is considered a nontoken permanent if at least one of the constituents is a card. EDH Silver

In 111.1 in the 704.5j of the official Comprehensive Rules, a token is defined as “A marker used to represent any permanent that isn’t represented by a card.” As such, if at least one consituent is a card, then it no longer meets the definition for “token”.

x) i Merged (mutated) permanents are an exception to the previous rule. Any components underneath a topmost component are ignored when deciding whether a permanent is token or nontoken. If the topmost component is a token, and there are nontoken components beneath it, the merged permanent is considered a token. See theMerge, Mutate and Combined Permanents section for details on Merged permanents and components. EDH Silver, referring to 721.2d in the official Comprehensive Rules.
y) A combined permanent’s color contains all the colors of each constituent. A combined permanent is colorless only if all its constituents are colorless, as colorless is not a color (even with a colorless mana requirement in a mana cost). Note that characteristic-defining abilities like Devoid will override this. EDH Silver
z) To transform a combined permanent, transform each double-faced constituent of that permanent as though it was an individual object (all constituents remain combined). Note that this may result in a mixture of front faces and back faces being up among the constituents.
EDH Silver
aa) For combined permanents with constituents that have flip card characteristics, track whether each constituent is flipped or not as though it is an individual object. To flip a combined permanent, flip each unflipped constituent as though it was an individual object (all constituents remain combined). Note that this will not “unflip” any flipped constituents, as nothing can make something flipped become unflipped while on the battlefield, see 709.4. in the official Comprehensive Rules.
EDH Silver
 

Merge, Mutate and Combined Permanents

 

Merge, Mutate and Combined Permanents

a) Merged permanents are combined permanents, but behave differently. Merged permaments are usually formed from the mutate keyword ability, see 702.139 in the official Comprehensive Rules. As an object merges with a permanent, it becomes a component and is put either on top or under that permanent. EDH Silver, expanding on Mark Rosewater’s Twitter ruling on merged/mutated permanents (2020-05-08)
b) The topmost component in a merged permament covers up all the characteristics of all components under it unless the effect that caused them to merge states it has certain characteristics of those components. This is a copiable effect whose timestamp is the time the objects merged. See 613.2. in the official Comprehensive Rules. EDHSilver, following the template of 721.2a in the official Comprehensive Rules.
c) Components of merged permanents are a particular sort of constituent. They behave differently to other constituents. Components are always either a topmost component or underneath a topmost component. Other sorts of constituents do not need to be under or on top of other constituents. EDH Silver
d) Mutate is a keyword ability that allows objects to merged with permanents. A mutated permanent has the characteristics of each topmost component andall abilities of each component underneath them. EDH Silver, this replaces 702.139e in the official Comprehensive Rules.
e) If an object is merged with a combined permanent, the merging object is put on top or underneath the entire permanent, including all constituents. If it is put on top of the combined permanent, all other constituents are considered components underneath it. If it is put under the combined permanent, then all other constituents that are not merged underneath a topmost component are considered to be topmost components.

EXAMPLE: Grusilda, Monster Masher‘s activated ability resolves, putting Lancer Sliver and Caterwauling Boggart onto the battlefield combined. Lancer Sliver is a 2/2 white Sliver creature that reads “Sliver creatures you control have first strike.” Caterwauling Boggart is a 2/2 red Goblin creature that reads “Goblins you control and Elementals you control have menace.” The combined permanent is a 4/4 red and white Goblin Sliver creature with both abilities.

Dirge Bat is then cast using its mutate ability targeting the combined permanent. Dirge Bat is a 3/3 black Bat creature that reads, in part, “Flash, Flying, Whenever this creature mutates, destroy target creature or planeswalker an opponent controls.” As Dirge Bat merges, its controller puts it underneath the existing combined permanent. As such, both Lancer Sliver and Caterwauling Boggart are topmost components, with Dirge Bat underneath them. The combined permanent is now a 4/4 red and white Goblin Sliver creature, and has first strike, menace, flash and flying. Dirge Bat’s ability will trigger when it merges as normal.

EDH Silver
f) If a nonmerging effect combines an object with a merged permanent, the object is not put under or on top of the merged permanent. The new constituent is treated as another topmost component without any other components under it, so the merged permanent now has its characteristics in addition to what it had before. EDH Silver
 

Meld and Combined Permanents

 

Meld and Combined Permanents

a) Melded permanents are considered combined permanents, with the two melded cards in the meld pair as separate constituents (Neither back face constituent will have a full set of characteristics, but together they will). Another object can be combined with a melded permanent as normal. Meld uses different rules to other combination effects, see 712 in the official Comprehensive Rules. EDH Silver, expanding on Grusilda, Monster Masher‘s Gatherer rulings (2018-01-19)
 

Host and Augment

 

Host and Augment

a) Host is a supertype. Other abilities and effects refer to it, namely the augment ability. EDH Silver
b) The keyword ability augment is an activated ability. “Augment [cost]” means “[Cost], Reveal this card from your hand: Combine it with target Host permanent that does not have augment. Activate this ability only any time you could cast a sorcery.” EDH silver, following the template of the Equip keyword ability, as defined in 702.6. of the official Comprehensive Rules
c) Augmenting a permanent is a combining effect, and if it is successful, that permanent will be a combined permanent. See the rules for _Combine and combined permanents for details. EDH Silver
d) You can’t activate augment unless there is a legal target (a host) on the battlefield. It doesn’t need to be yours. Note though that if you augment another player’s host, they control the combined permanent. Half-Shark, Half-“‘s Gatherer rulings (2018-01-19), seen on the gatherer entries of all augment cards. Adapted to be more consistent with rules formatting.
e) The object with augment isn’t combined with the host permanent on the battlefield until the ability resolves. This means if the target is no longer legal as the ability resolves (for example if the host left the battlefield), the ability will not resolve (see 608.2b in the official Comprehensive Rules). As augment is an activated ability, not a spell, the card with augment stays in your hand. You can’t choose a different host with that activation of the ability, but you can activate augment again if there’s a host available. Half-Shark, Half-“‘s Gatherer rulings (2018-01-19), seen on the gatherer entries of all augment cards. Adapted to be more consistent with rules formatting.
f) If a host permanent and an object with augment are combined by any means, they are still considered an augmented permanent and function normally as though they were combined by augment. EDH Silver
g) When an object with augment is combined with a host permanent, put it on top of that host permanent, covering the first part of its name (before the break in the name bar, or before the line break in the UnCommander card entry) and the first part of its ability (the part written on the pinned note.). The host’s host supertype, and any color indicator are not treated as covered. Treat characteristics as though they don’t exist as long as they are covered. Note that this no relation to being a “topmost component” in a merged permanent. An incomplete ability on the object with augment (if that is an ability originally printed on a card with augment) will form a functional complete ability with the second half of the ability of the host creature (if that part is part of an ability originally printed on a host card). The names of the creatures, not including the first part of the host’s name, form one new name. All other characteristics of the constituents are shared as normal in combined permanents, see the rules for Combine and Combined Permanents. EDH Silver
h) If a combined permanent has the host supertype, augment can still be used to combine with it. Note that a combined permanent will only have the host supertype if host isn’t covered up by one of its constituents (see above). This means that all host constituents that have already joined with augment cards will not be available. EDH Silver
i) If an object with augment would be combined with a combined permanent that has two or more other constituents that have the host supertype uncovered, the controller of the combining effect chooses one and puts the object with augment on top of it as a constituent. EDH Silver
j) Creature cards that are printed with the augment ability, instead of having defined base power and toughness printed in their lower right corner seperated by a slash, have a base power modifier and a base toughness modifier printed instead. EDH Silver
k) If a creature only has base power and/or toughness modifiers, and not a defined value for its power and/or toughness, those undefined characteristics are considered to have no value, and therefore are considered to be 0. (see 208.5. in the official Comprehensive Rules). Most of the time, this will lead an augment creature on the battlefield alone being put into the graveyard as a state-based action due to having 0 toughness (see 704.5f in the official Comprehensive Rules). Effects that increase toughness or +1/+1 counters can increase its toughness above zero. EDH Silver
l) In a combined permanent that is a creature, its power and toughness are calculated from the totals of all constituents. So, as long as at least one constituent has a base toughness that isn’t just a modifier, its toughness will not be undefined. The same is true for power. Note that a base power and/or toughness linked to a characteristic-defining ability, even if it has a modifier (such as Lhurgoyf‘s ability), is still defined. EDH Silver
 

Player Given Names

 

Player Given Names

a) One card, Water Gun Balloon Game, refers to a player’s given name. A player’s given name is a unique designation that has no rules meaning other than to act as a marker that other rules and effects can identify. EDH Silver, following the template of Ascend, see 702.130c in the official Comprehensive Rules
b) It is only necessary to determine a player’s given name in a match if an effect refers to it. To define a player’s given name, that player gives their name (that player doesn’t have to use their real name), and for the rest of the match, if any rule or effect refers to that given name, it will find that player.
EDH Silver
c) Each given name must be unique. If a player already has a given name, another player cannot give that as their as given name.
EDH Silver
d) If the someone else takes over from another person playing, they are treated in-game as the same player and their given name will remain the same.
EDH Silver
e) If multiple players’ given names need to be determined simultaneously, players give their names in APNAP order.
EDH Silver

For the “Active Player, Nonactive Player order rule”, see 101.4 in the official Comprehensive Rules

f) A player’s given name has no relation to card names, or any other object name in Magic. A player’s given name is not an object characteristic, and does not have the individual words within it as a characteristic.
EDH Silver
 

Giving Attributes to Counters (art counter placement)

 

Giving Attributes to Counters (art counter placement)

a) Some printed text of cards refers to putting counters on certain numbers represented in their art. On their UnCommander card entries, they have been changed in errata to refer instead to giving attributes to individual counters, usually numbers. EDH Silver

It’s still fine to use positions on an object’s art to represent the attributes of counters. For some objects, you may still need other methods of tracking, see Water Gun Balloon Game.

b) Counter attributes are properties that can only be on counters. Counter attributes are not part of that card’s text, rules text or full text. As such, counter attributes cannot usually be affected by text-changing effects. EDH Silver
c) A counter’s attributes are seperate to its kind (doom, pop!, chip etc). An effect that adds additional counters of a kind already there, like proliferate, will not copy any attributes from counters already on that object. EDH Silver
d) Effects that put counters of any kind that card printed on a card, such as By Gnome Means, only care about kinds, not attributes, so cannot choose to give that counter any attributes. That counter can still get attributes though other means.
EDH Silver
e) The attributes of a counter are stored on that counter, not by any ability. If an effect makes an object lose the abilities that gave attributes to its counters, the attributes will remain on its counters. Note that the effect will usually also make that object lose the abilities that care about the attributes of its counters.

Example: Water Gun Balloon Game is an artifact that gives attributes to pop! counters put on it. It is on the battlefield with four counters on it: a pop! “Dennis” “4” counter, a pop! “Margaret” “2” counter, a pop! “Archibald” “0” counter and a pop! “Sam” “3” counter. Titania’s Song, an enchantment which reads, in part, “Each noncreature artifact loses all abilities” enters the battlefield. Water Gun Balloon Game loses all its abilities, but the attributes remain on its counters. The player called “Margaret” then casts a spell. Water Gun Ballon Game’s ability would normally increase the number attribute by 1 of the pop! counter with her given name as an attribute, but it has lost all abilities, so the counter is unchanged. Later, Titania’s song leaves the battlefield, and Water Balloon Game regains its abilities. Margaret then casts a spell, and Water Balloon Game’s ability increases the number attribute of the pop! counter with “Margaret” from “2” to “3”.

EDH Silver
f) Effects that remove or move counters, like Hungry Hungry Heifer or Fate Transfer, can move or remove counters with attributes as normal. The controller of the effect chooses which counters on an object are affected. EDH Silver
g) If a counter is moved from one object to another, that counter will keep its kind (unless the effect specifies otherwise) but will lose all of its attributes. EDH Silver

The reason for this is that attributes were made as a stand-in for art counter positions, so doesn’t make sense to carry over to other objects.

h) Effects that multiply the quantity of counters as they are put on an object, such as Doubling Season‘s second ability, can multiply the quantity of counters with attributes put on an object. This is addressed further in rulings on the relevant cards’ UnCommander card entries. EDH Silver
i) If a combined permanent has two or more constituents with abilities care about attributes for the same kind of counter, all counters with the same kind and attribute are treated identically. Nothing will care which constituent’s ability gave the counter its attributes. EDH Silver

In the case of more than one constituent caring about attributes of the same kind of counter, it is usually better to only use positions on the art of one constituent to track attributes for that kind of counter.

j) Some cards have the text “[kind] counters are put on [Cardname] with [attribute(s)]”. This is a replacement effect that gives the stated attribute or attributes to all counters of the stated kind put on that object by any means.
EDH Silver
 

Die Rolls and Coin Flips

 

Die Rolls and Coin Flips

a) Players are sometimes instructed to roll a die or dice as part of an effect. Rolling a die is a method of randomization with N equally likely outcomes, each with a different integer number from 1 to N. N is equal to the number of “sides” specified in the effect.
EDH Silver

You do not need to roll a physical die, as long as you use some mutually agreeable equivalent method of randomization. It’s important to distinguish between what the game considers die rolls coin flips, and other randomization, regardless of whether physical dice or coins are used or not.

b) Rolling a number is the number itself that turns up on a die, before rerolling or result altering effects take place. Note that some cards that were originally printed with “roll” have been changed by errata in UnCommander card entries to “generates a result” to clarify their function and make the distinction clearer. EDH Silver
c) If a player would make a noninteger number of die rolls, or roll a die with a noninteger number of sides, round down to the next integer. EDH Silver
d) The procedure for rolling a die is as follows: EDH Silver
d) i An effect instructs a player to roll a die (This is usually during the resolution of an effect).
d) ii That player rolls the die with a certain number of sides, as instructed by the effect. Note the number rolled (It does not generate a result yet).
d) iii Starting with the player who rolled the die, each player in turn order may use an optional die-altering effect (rerolling, replacing, increasing or decreasing). If a player does, they may then choose to use another such effect. If a player doesn’t, they pass to the next player. Die-rerolling or replacing effects used this way reroll or replace the die at the time they are used. Keep the all the dice removed by rerolls and replacements handy. Result increasing or decreasing effects are not applied at the time they are used, but keep note of them. Once all players have passed in succession, stop.
d) iv The result of the die is determined. Continuous effects that increase or decrease the result of die rolls are applied to the roll (such as Squirrel-Powered Scheme‘s ability, or as instructed by the die-rolling effect itself with Saji’s Torrent). Any noncontinuous result increasing or decreasing effects that were noted earlier are applied. The resultant value is that die roll’s result.
e) If an an effect increases a die result, then that die is rerolled, the increasing effect will still apply to the new roll.
EDH Silver
f) The procedure for flipping a coin is as follows: EDH Silver

This applies to how coins are flipped in 705.1. and 705.3. in the official Comprehensive Rules.

f) i An effect instructs a player to flip a coin (This is usually during the resolution of an effect).
f) ii That player flips the coin. Note the side which comes up. (It does not generate a result yet.)
f) iii Starting with the player who flipped the coin, each player in turn order may use an optional re-flipping effect (such as Goblin Bookie‘s ability). If a player does, they may then use another such effect. If a player doesn’t, they pass to the next player. Once all players have passed in succession, the result is generated as the side that is currently up.