Example: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner’s main-game library when the subgame ends.

506.7. If another subgame is created during a subgame, there can be multiple subgames and main games. Each main game has one subgame, and each subgame has one main game. In this case, some games will be considered both a main game and a subgame at the same time.

507. Controlling Another Player’s Turn

507.1. One card (Mindslaver) allows a player’s turn to be controlled by another player. This effect applies to the next turn that the affected player actually takes. The entire turn is controlled; the effect doesn’t end until the beginning of the next turn.

507.1a Multiple turn-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.

507.1b If a turn is skipped, any pending turn-controlling effects wait until the player who would be affected actually takes a turn.

507.1c Only the control of the turn changes. All objects are controlled by their normal controllers.

507.2. If information about an object would be visible to the player whose turn is controlled, it’s visible to both that player and the controller of the turn.

Example: The controller of a player’s turn can see that player’s hand and the identity of any face-down creatures he or she controls.

507.3. The controller of another player’s turn makes all choices and decisions that player is allowed to make or is told to make during that turn by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities.

Example: The controller of the turn decides which spells to play and what those spells target, and makes any required decisions when those spells resolve.

Example: The controller of the turn decides which of the player’s creatures attack, and how those creatures assign their combat damage.

Example: The controller of the turn decides which card the player chooses from outside the game with one of the Judgment™ Wishes. The player can’t choose a card of the wrong type.

507.3a The controller of another player’s turn can use only that player’s resources (cards, mana, and so on) to pay costs for that player.

Example: If the controller of the turn decides that the player will play a spell with an additional cost of discarding cards, the cards are discarded from the player’s hand.

507.3b The controller of another player’s turn can’t make that player concede. A player may concede the game at any time, even if his or her turn is controlled by another player. See rule 102.3a.

507.3c The controller of another player’s turn can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules.

Example: The player whose turn it is still chooses whether he or she leaves to visit the restroom, trades a card to someone else, takes an intentional draw, or calls a judge about an error or infraction.

507.3d A player who controls another player’s turn also continues to make his or her own choices and decisions.

507.4. A player doesn’t lose life due to mana burn while another player controls his or her turn. (Unused mana in players’ mana pools is still lost when a phase ends. See rule 300.3.)

508. Flip Cards

508.1. Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card’s normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic: The Gathering card back.

508.1a The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to “flip” if certain conditions are met.

508.1b The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is in play and only if the permanent is flipped.

508.1c A flip card’s color, mana cost, expansion symbol, illustration credit, and legal text don’t change if the permanent is flipped. Also, any changes to it by external effects will still apply.

508.2. In every zone other than the in-play zone, and also in the in-play zone before the permanent flips, a flip card has only the normal characteristics of the permanent. Once the flip permanent in the in-play zone is flipped, the normal name, text box, type line, power, and toughness of the flip permanent don’t apply and the alternative versions of those characteristics apply instead.

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