410.10e Some permanents have text that reads “[This permanent] comes into play with . . . ,” “As [this permanent] comes into play . . . ,” “[This permanent] comes into play as . . . ,” or “[This permanent] comes into play tapped.” Such text is a static ability-not a triggered ability-whose effect occurs as part of the event that puts the permanent into play.
410.10f Some Auras have triggered abilities that trigger on the enchanted permanent leaving play. These triggered abilities can track the Aura to its owner’s graveyard in addition to tracking the enchanted permanent to whatever zone it moved to.
410.11. Some triggered abilities trigger on a game state, such as a player controlling no permanents of a particular type, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based effects.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.
411.1. To play a mana ability, the player announces that he or she is playing it and pays the activation cost, following the steps in rules 409.1b-i. It resolves immediately after it is played and doesn’t go on the stack. (See rule 408.2e.)
411.2. A player may play an activated mana ability whenever he or she has priority, or whenever he or she is playing a spell or activated ability that requires a mana payment. A player may also play one whenever a rule or effect asks for a mana payment, even in the middle of playing or resolving a spell or ability.
411.3. Triggered mana abilities trigger when an activated mana ability is played. These abilities resolve immediately after the mana ability that triggered them, without waiting for priority. If an activated or triggered ability produces both mana and another effect, both the mana and the other effect resolve immediately.
411.3a If a triggered mana ability adds mana “of the same type” or “of the same color” to a player’s mana pool and the mana ability that triggered it produced more than one type or color of mana, the player to whose mana pool the mana is being added chooses which type or color of mana the triggered ability adds.
412.1. A static ability may generate a continuous effect or a prevention or replacement effect. These effects last as long as the object with the static ability remains in the appropriate zone.
412.2. Many Auras and Equipment have static abilities that modify the permanent they’re attached to, but those abilities don’t target that permanent. If an Aura or Equipment is moved to a different permanent, the ability stops applying to the original permanent and starts modifying the new one.
412.3. Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say “As an additional cost to play . . . ,” “You may pay [cost] rather than pay [this object]’s mana cost,” and “You may play [this object] without paying its mana cost” work while a spell is on the stack.
412.4. Some static abilities apply while a card is in any zone that you could play it from (usually your hand). These are limited to those that read, “You may play [this card] . . .,” “You can’t play [this card] . . .,” and “Play [this card] only . . . .”
412.5. Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known information for purposes of determining how their effects are applied.
413.1. Each time all players pass in succession, the object (a spell, an ability, or combat damage) on top of the stack resolves. (See rule 416, “Effects.”)
413.2. Resolution of a spell or ability may involve several steps. These steps are followed in the order listed below.
413.2a If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become illegal if its characteristics changed since the spell or ability was played or if an effect changed the text of the spell. The spell or ability is countered if all its targets, for every instance of the word “target,” are now illegal. If the spell or ability is not countered, it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can’t perform any actions on it or make the target perform any actions. If the spell or ability needs to know information about one or more targets that are now illegal, it will use the illegal targets’ current or last known information.