Magic golden rules

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There are four "golden rules" that form the backbone of how Magic: The Gathering works.[1]

Description

These meta rules allow the game to function on a very basic level

This was the base concept when Richard Garfield came up with the idea of a TCG; in essence an open ended game that would break its own rules. The rules give parameters and a base line, but the cards can do anything: the gaming components carry their own rules. Or, as often quoted by the Tolarian Community College: "Reading the card explains the card".

  • 2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.

As a consequence of the first rule, two cards may contradict each other. This second rule is put in place to resolve those occurrences. "Can't" is more definitive than "can", and easier to understand. Adding abilities toobjects and removing abilities from objects don’t fall under this rule, because of the layer system.

  • 3. Any part of an instruction that’s impossible to perform is ignored.

If a card tells you that multiple things happen, and one thing is impossible the other things still do happen. Everything what can happen, happens. This only applies if the further events are not conditional, i.e. they are not depended on the first thing to happen.

  • 4. “Active Player, Nonactive Player order”

When an effect lets more than one player do something at the same time, the active player will make and announce all decisions necessary for the action first, then the nonactive player(s) will do the same in turn order, and finally all of the actions will take place simultaneously. This rule is often referred to as APNAP.

Rules

From the Comprehensive Rules (June 6, 2025—Final Fantasy)

  • 101. The Magic Golden Rules
    • 101.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).
    • 101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.

      Example: If one effect reads “You may play an additional land this turn” and another reads “You can’t play lands this turn,” the effect that precludes you from playing lands wins.

      • 101.2a Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See rule 113.10.)
    • 101.3. Any part of an instruction that’s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn’t, there’s no effect.)
    • 101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.

      Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. Then all creatures chosen this way are sacrificed simultaneously.

      • 101.4a If an effect has each player choose a card in a hidden zone, such as their hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card they are choosing.
      • 101.4b A player knows the choices made by the previous players when making their choice, except as specified in 101.4a.
      • 101.4c If a player would make more than one choice at the same time, the player makes the choices in the order specified. If no order is specified, the player chooses the order.
      • 101.4d If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.
      • 101.4e If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.

References

  1. Mark Rosewater (April 5, 2019). "Drive to Work #626- The Golden Rules". Blogatog. Tumblr.