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{{rules|text=
{{rules|text=
'''From the [[Comprehensive Rules]]''':  
'''From the [[Comprehensive Rules]]''':  
*'''Modal, Mode''': A spell or ability is modal if it is written "choose one —" or "[a specified player] chooses one —." Modal spells and abilities offer a choice of effects. A modal spell or ability's controller must choose the mode as part of playing the spell or ability or as part of putting the ability on the stack (in the case of triggered abilities); see rule 409.1b. A modal replacement effect's mode is chosen as it's applied; see rule 419.6g.
*'''Modal, Mode''': A spell or ability is “modal” if it has two or more options preceded by “Choose one —,” “Choose two —,” “Choose one or both ,” or [a specified player] chooses one —.” Each option is a “mode.” See rule 700.2.
*'''409.1b''' If the spell or ability is modal (uses the phrase "Choose one —" or "[specified player] chooses one —"), the player announces the mode choice. If the player wishes to splice any cards onto the spell, he or she reveals those cards in his or her hand. If the spell or ability has a variable mana cost (indicated by {{X}}) or some other variable cost, the player announces the value of that variable at this time. If the spell or ability has alternative, additional, or other special costs (such as buyback, kicker, or convoke costs), the player announces his or her intentions to pay any or all of those costs (see rule 409.1f). You can't apply two alternative methods of playing or two alternative costs to a single spell or ability. Previously made choices (such as choosing to play a spell with flashback from his or her graveyard or choosing to play a creature with morph face down) may restrict the player's options when making these choices.
*'''700.2a''' The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.)
*'''415.7b''' Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability's target can't change its mode.
*'''700.2b''' The controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode can be chosen, the ability is removed from the stack. (See rule 603.3c.)700.2c If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if he or she chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.)
*'''419.6g''' Some replacement effects say "instead choose one —." Such effects are called modal replacement effects. The mode is chosen as the replacement effect is applied. If a modal replacement effect would apply to multiple events, a different mode may be chosen for each event. A modal replacement effect doesn't invoke itself repeatedly, regardless of which mode was chosen. You may not choose modes that are impossible.
*'''700.2c''' If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if he or she chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.)
*'''700.2d''' Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability’s controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability’s controller decides which of those players will make the choice.
*'''700.2e''' Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target can’t change its mode.
*'''700.2f''' A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can’t choose a different mode. (See rule 706.9.)
}}
}}
{{See also|entwine}}
{{See also|entwine}}
[[Category:Magic rules]]
[[Category:Magic rules]]

Revision as of 18:31, 29 October 2010

Modal describes a spell or ability. A modal spell or ability begins with "Choose one —" followed by multiple possible effect choices, or modes. When a modal spell or ability is announced its controller first chooses one of the modes to take effect before choosing its target or targets if it requires any. The earliest modal spell is Healing Salve, although initially it didn't have the "Choose one -" wording. It was reworded when reprinted in Urza's Saga.

There are several variations of modal spells and abilities: "An opponent chooses one —" appears on three spells, Fatal Lore, Library of Lat-Nam and Misfortune, all from Alliances. Another is called a modal replacement effect and reads "If [event], instead choose one —". This wording was used for Time Vault's Oracle text at one point, but is no longer on any cards. "Choose two -" appears on a cycle of cards (Command cycle from Lorwyn); and is given a choice of four effects, and as expected allows the user to use two of them. "Choose one or both -" has appeared a few times in the Alara block and Zendikar; two effects are given, and the caster is allowed to choose either for resolution. This is to allow flexibility if the caster prefers to use only one effect (or is forced to, for lack of a valid target for one half), while allowing the capability to perform both if required. This was an updated wording of the effects of Hull Breach, which was forced to list out all three options.

From the ()


See also: entwine.