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General Rulings - 301

301 - Artifacts
  • 301.1 - A player who has priority may cast an artifact card from his or her hand during a main phase of his or her turn when the stack is empty. Casting an artifact as a spell uses the stack. (See Rule 601, "Casting Spells.") [CompRules 2009/07/08]
  • 301.2 - When an artifact spell resolves, its controller puts it onto the battlefield under his or her control. [CompRules 2009/07/08]
  • 301.3 - Artifact subtypes are always a single word and are listed after a long dash: "Artifact -- Equipment." Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. See Rule 204.3f for the complete list of artifact types. [CompRules 2009/07/08]
  • 301.4 - Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact. [CompRules 2009/07/08]
  • 301.5 - Artifact creatures combine the characteristics of both creatures and artifacts, and are subject to spells and abilities that affect either or both card types. [CompRules 2009/07/08]
  • 301.6 - Artifact lands combine the characteristics of both lands and artifacts, and are subject to spells and abilities that affect either or both card types. Artifact lands can only be played as lands. They can't be cast as spells. [CompRules 2009/07/08]
  • 301.7 - Some artifacts have the subtype "Equipment." An Equipment can be attached to a creature. It can't legally be attached to an object that isn't a creature. [CompRules 2009/07/08]
  • 301.7a - An Equipment is cast and enters the battlefield just like any other artifact. An Equipment doesn't enter the battlefield attached to a creature. The equip keyword ability moves the Equipment onto a creature you control (see Rule 702.6, "Equip"). Control of the creature matters only when the equip ability is activated and when it resolves. The creature to which the Equipment is to be moved must be able to be equipped by it. If it can't, the Equipment doesn't move. [CompRules 2009/07/08]
  • 301.7b - An Equipment that's also a creature can't equip a creature. Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See Rule 704.) [CompRules 2009/07/08]
  • 301.7c - The creature an Equipment is attached to is called the "equipped creature." The Equipment is attached to, or "equips," that creature. [CompRules 2009/07/08]
  • 301.7d - An Equipment's controller is separate from the equipped creature's controller; the two need not be the same. Changing control of the creature doesn't change control of the Equipment, and vice versa. Only the Equipment's controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with "gains" or "has"), the equipped creature's controller is the only one who can activate that ability. [CompRules 2009/07/08]
  • 301.8 - Some artifacts have the subtype "Fortification." A Fortification can be attached to a land. It can't legally be attached to an object that isn't a land. Rule 301.7a through Rule 301.7d apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to Rule 301.7b: a Fortification that's also a creature (not a land) can't equip a land. Fortification's analog to the equip keyword ability is the fortify keyword ability. (See Rule 702.64, "Fortify.") [CompRules 2009/10/01]
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