Section 613

Effective August 7, 2026

613 Interaction of Continuous Effects
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613.1 The values of an object’s characteristics are determined by starting with the actual object. For a card, that means the values of the characteristics printed on that card. For a token or a copy of a spell or card, that means the values of the characteristics defined by the effect that created it. Then all applicable continuous effects are applied in a series of layers in the following order:
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613.1a Layer 1: Rules and effects that modify copiable values are applied.
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613.1b Layer 2: Control-changing effects are applied.
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613.1c Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.”
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613.1d Layer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype.
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613.1e Layer 5: Color-changing effects are applied.
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613.1f Layer 6: Ability-adding effects, keyword counters, ability-removing effects, and effects that say an object can’t have an ability are applied.
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613.1g Layer 7: Power- and/or toughness-changing effects are applied.
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613.2 Within layer 1, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)
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613.2a Layer 1a: Copiable effects are applied. This includes copy effects (see rule 707, “Copying Objects”) and changes to an object’s characteristics determined by merging an object with a permanent (see rule 730, “Merging with Permanents”). “As . . . enters” and “as . . . is turned face up” abilities generate copiable effects if they set power and toughness, even if they also define other characteristics.
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613.2b Layer 1b: Face-down spells and permanents have their characteristics modified as defined in rule 708.2.
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613.2c After all rules and effects in layer 1 have been applied, the object’s characteristics are its copiable values. (See rule 707.2.)
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613.3 Within layers 2–6, apply effects from characteristic-defining abilities first (see rule 604.3), then all other effects in timestamp order (see rule 613.7). Note that dependency may alter the order in which effects are applied within a layer. (See rule 613.8.)
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613.4 Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule 613.7.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.8.)
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613.4a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.
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613.4b Layer 7b: Effects that set power and/or toughness to a specific number or value are applied. Effects that refer to the base power and/or toughness of a creature apply in this layer.
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613.4c Layer 7c: Effects and counters that modify power and/or toughness (but don’t set power and/or toughness to a specific number or value) are applied.
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613.4d Layer 7d: Effects that switch a creature’s power and toughness are applied. Such effects take the value of power and apply it to the creature’s toughness, and take the value of toughness and apply it to the creature’s power.
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613.5 The application of continuous effects as described by the layer system is continually and automatically performed by the game. All resulting changes to an object’s characteristics are instantaneous.
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613.6 If an effect should be applied in different layers and/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability generating the effect is removed during this process.
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613.7 Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.
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613.7a A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later. If the effect that created the ability has the later timestamp and the object the ability is on receives a new timestamp, each continuous effect generated by static abilities of that object receives a new timestamp as well, but the relative order of those timestamps remains the same.
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613.7b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created.
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613.7c Each counter receives a timestamp as it’s put on an object or player. If that object or player already has a counter of that kind on it, each counter of that kind receives a new timestamp identical to that of the new counter.
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613.7d An object receives a timestamp at the time it enters a zone.
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613.7e An Aura, Equipment, or Fortification receives a new timestamp each time it becomes attached to an object or player.
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613.7f A permanent receives a new timestamp each time it turns face up or face down.
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613.7g A double-faced permanent receives a new timestamp each time it transforms or converts.
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613.7h A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.
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613.7i A face-up vanguard card receives a timestamp at the beginning of the game.
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613.7j A conspiracy card receives a timestamp at the beginning of the game. If it’s face down, it receives a new timestamp at the time it turns face up.
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613.7k A sticker receives a new timestamp each time it’s put on an object. If the object a sticker is on receives a new timestamp, the sticker receives a new timestamp immediately after that one. If the object a sticker is on becomes part of a merged permanent on the battlefield, the sticker receives a new timestamp at that time. If an object has more than one sticker on it as it enters a zone or becomes part of a merged permanent, the relative timestamp order of those stickers remains unchanged.
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613.7m If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, their relative timestamps are determined in APNAP order (see rule 101.4). Objects controlled by the active player (or owned by the active player, if they have no controller) have an earlier relative timestamp in the order of that player’s choice, followed by each other player in turn order.
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613.7n If a continuous effect generated by a static ability of an object and a continuous effect generated by a resolving spell or ability that applies to that object would receive a timestamp simultaneously, such as due to an effect that puts that object onto the battlefield and sets its characteristics (see rule 611.2e), the continuous effect from the object’s own static ability receives an earlier relative timestamp.
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613.8 Within a layer or sublayer, determining which order effects are applied in is sometimes done using a dependency system. If a dependency exists, it will override the timestamp system.
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613.8a An effect is said to “depend on” another if (a) it’s applied in the same layer (and, if applicable, sublayer) as the other effect; (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic-defining abilities. Otherwise, the effect is considered to be independent of the other effect.
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613.8b An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they’re applied in timestamp order relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order.
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613.8c After each effect is applied, the order of remaining effects is reevaluated and may change if an effect that has not yet been applied becomes dependent on or independent of one or more other effects that have not yet been applied.
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613.9 One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.
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613.10 Some continuous effects affect players rather than objects. For example, an effect might give a player protection from red. All such effects are applied in timestamp order after the determination of objects’ characteristics. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).
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613.11 Some continuous effects affect game rules rather than objects. For example, effects may modify a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule 601.2f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules 613.7 and 613.8).
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