Rules glossary
700.2 A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” Each of those options is a mode. Modal cards printed prior to the Khans of Tarkir™ set didn’t use bulleted lists for the modes; these cards have received errata in the Oracle card reference so the modes do appear in a bulleted list.
- 700.2a The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.) (refs: 601.2b)
- 700.2b The controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 603.3c.) (refs: 603.3c)
- 700.2c If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if they chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.) (refs: 601.2c)
- 700.2d If a player is allowed to choose more than one mode for a modal spell or ability, that player normally can’t choose the same mode more than once. However, some modal spells include the instruction “You may choose the same mode more than once.” If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If that mode requires a target, the same player or object may be chosen as the target for each of those modes, or different targets may be chosen.
- 700.2e Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability’s controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability’s controller decides which of those players will make the choice.
- 700.2f Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target can’t change its mode.
- 700.2g A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can’t choose a different mode. (See rule 707.10.) (refs: 707.10)
- 700.2h Some modal spells have one or more modes with a cost listed before the effect of that mode. This indicates that the mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules 601.2b and 601.2f–h. (refs: 601.2b)
- 700.2i Some modal spells have one or more pawprint symbols ({P}) rather than bullet points, as well as an instruction to choose up to a specified number of {P} “worth of modes.” While casting such a spell, its controller can choose any number of modes such that the total number of pawprint symbols listed for the chosen modes is not greater than the specified number.