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.

409.1c If the spell or ability requires any targets, the player first announces how many targets he or she will choose (if the spell or ability has a variable number of targets), then announces the targets themselves. A player can’t play a spell or ability unless he or she chooses the required number of legal targets. The same target can’t be chosen multiple times for any one instance of the word “target” on the spell or ability. If the spell or ability uses the word “target” in multiple places, the same object, player, or zone can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria).

Example: If an ability reads “Tap two target creatures,” then the same target can’t be chosen twice; the ability requires two different legal targets. An ability that reads “Destroy target artifact and target land,” however, can target the same artifact land twice because it uses the word “target” in multiple places.

409.1d If the spell or ability targets one or more targets only if an alternative, additional, or special cost (such as a buyback or kicker cost) is paid for it, or if a particular mode is chosen for it, its controller chooses those targets only if he or she announced the intention to pay that cost or chose that mode. Otherwise, the spell or ability is played as though it did not have those targets.

409.1e If the spell or ability affects several targets in different ways, the player announces how it will affect each target. If the spell or ability requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, or any number of untargeted objects or players, the player announces the division. Each of these targets, objects, or players must receive at least one of whatever is being divided.

409.1f The player determines the total cost of the spell or ability. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text, and some effects may increase or reduce the cost to pay. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost, activation cost, or alternative cost, plus all cost increases and minus all cost reductions. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, they have no effect.

409.1g If the total cost includes a mana payment, the player then has a chance to play mana abilities (see rule 411, “Playing Mana Abilities”). Mana abilities must be played before costs are paid.

409.1h The player pays the total cost in any order. Partial payments are not allowed.

Example: You play Death Bomb, which costs {3}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to play. Because a spell’s total cost is “locked in” before payments are actually made, you pay {2}{B}, not {3}{B}, even though you’re sacrificing the Familiar.

409.1i Once the steps described in 409.1a-409.1h are completed, the spell or ability becomes played. Any abilities that trigger on a spell or ability being played or put onto the stack trigger at this time. If the spell or ability’s controller had priority before playing it, he or she gets priority.

409.2. Some spells and abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being played, such as choose a mode, choose targets, or choose how the spell or ability will affect its targets. In these cases, the opponent does so when the spell or ability’s controller normally would do so.

409.2a If there is more than one opponent who could make such a choice, the spell or ability’s controller decides which of those opponents will make the choice.

409.2b If the spell or ability instructs its controller and another player to do something at the same time as the spell or ability is being played, the spell’s controller goes first, then the other player. This is an exception to rule 103.4.

409.3. Playing a spell or ability that alters costs won’t do anything to spells and abilities that are already on the stack.

409.4. A player can’t begin to play a spell or activated ability that’s prohibited from being played by an effect.

410. Handling Triggered Abilities

410.1. Because they aren’t played, triggered abilities can trigger even when it isn’t legal to play spells and abilities, and effects that prevent abilities from being played don’t affect them.

410.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability triggers. When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger. The ability is controlled by the player who controlled its source at the time it triggered. It has the text of the ability that created it, and no other characteristics. The ability doesn’t do anything when it triggers, but it’s automatically put on the stack by its controller as soon as a player would receive priority.

410.3. If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses. (See rule 103.4.) Then players once again check for and resolve state-based effects until none are generated, then abilities that triggered during this process go on the stack. This process repeats until no new state-based effects are generated and no abilities trigger. Then the appropriate player gets priority.

410.4. When a triggered ability goes on the stack, the controller of the ability makes any choices that would be required while playing an activated ability, following the same procedure (see rule 409, “Playing Spells and Activated Abilities”). If no legal choice can be made (or if a rule or a continuous effect otherwise makes the ability illegal), the ability is simply removed from the stack.

410.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their

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