A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, III represents 3, and so on.
July 23, 2021 · Adventures in the Forgotten Realms
Some substitute cards list the names and mana costs of the cards they can represent. Exactly one of the fill-in circles must be marked to denote which card the substitute card represents. This style of substitute card was found in Magic products that released 2011–2018.
July 3, 2020 · Core Set 2021
A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, III represents 3, and so on.
May 3, 2019 · War of the Spark
A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, and III represents 3.
January 25, 2019 · Ravnica Allegiance
A chapter symbol includes a Roman numeral, indicated here as "{rN}." The numeral I represents 1, II represents 2, and III represents 3.
April 27, 2018 · Dominaria
A chapter symbol includes a Roman numeral, indicated here as “{rN}.” The numeral I represents 1, II represents 2, and III represents 3.
September 30, 2011 · Innistrad
rule 714.2a not present in this release
July 15, 2011 · Magic 2012
As a subgame of a Planechase game starts, each player moves his or her planar deck from
June 17, 2011 · Commander 2011
As a subgame of a Planar Magic game starts, each player moves his or her planar deck from
May 1, 2011 · New Phyrexia
As a subgame of a Planar Magic game starts, each player moves his or her planar deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up plane cards remain in the main-game command zone.)
April 1, 2011 · Duel Decks: Knights vs. Dragons
At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can't include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.
February 4, 2011 · Mirrodin Besieged
At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.
October 1, 2010 · Scars of Mirrodin
At any point in the game, the player with priority may suggest a shortcut by describing a
April 23, 2010 · Rise of the Eldrazi
At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can't include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.