Casting Spells, Activating Abilities & the Golden Rules
The steps of casting, the difference between spells and abilities, and the golden rules of Magic.
11 min read · Lesson 3 of 8
The golden rules
Two foundational principles govern every rules conflict:
- Cards beat rules. When a card's text contradicts the rules, the card wins (CR 101.1).
- "Can't" beats "can." When one effect says something can happen and another says it can't, the "can't" wins (CR 101.2).
Also remember: if an instruction is impossible to follow, you do as much as you can and ignore the rest.
Spells vs. abilities
A spell is a card (or copy) on the stack. An ability is text that exists on a permanent (or elsewhere) and creates an effect:
- Activated abilities are written "[Cost]: [Effect]." Anyone can respond.
- Triggered abilities start with "when," "whenever," or "at." They trigger automatically and are put on the stack the next time a player would get priority.
- Static abilities are always on and do not use the stack (e.g. "Creatures you control get +1/+1").
How casting works
Casting a spell follows a fixed sequence (CR 601), all as one action before anyone can respond:
- Move the spell to the stack.
- Choose modes, targets, and how it's cast.
- Determine the total cost.
- Activate mana abilities if needed.
- Pay the costs.
Once these are done the spell is "cast." Targets are chosen when it goes on the stack — you cannot change them later, and if all targets become illegal the spell doesn't resolve (it is countered by the game rules).
Lesson test
Answer these 5 ruling questions to complete the lesson. You need 70% to pass — passing marks the lesson done and counts toward unlocking the level exam.