
MTG Commonly Queried Rules (official and community-based)
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Magic: The Gathering has a lot of rules, and sometimes even long-time players have questions about how certain ones really work. Between official rules, community “house rules,” and old keywords that don’t appear on cards anymore, it’s easy to get lost. This guide explains some of the most commonly questioned Magic rules and ideas.
What is the 75% rule in MTG?
Summary
The 75% rule is an unofficial deckbuilding guideline for casual and multiplayer formats like Commander. It means building a deck that’s powerful enough to win but not so strong that it crushes the fun for everyone else. Think of it as finding the sweet spot between competition and enjoyment. The 75% rule name comes from the fact that for a fair back-and-forth your commander deck should only be around 75% as powerful as it could be.
How it works
When players follow the 75% rule, they try to make decks that can still put up a good fight without making other players feel like they never had a chance. That might mean using fewer fast combo cards, cutting down on repetitive tutors, or including some interactive cards that let opponents respond. The goal is for everyone to walk away from the game feeling like it was close and exciting, not one-sided.
Where it matters
This idea mostly applies to Commander and other casual formats where having a fun game is just as important as winning. It doesn’t affect official tournament play like Standard, Modern, or Draft. You can learn more about official Commander details on Wizards of the Coast’s format page here.
What is Rule 0 in MTG?
Summary
Rule 0 is a community agreement, mostly used in Commander, where players talk before the game about what kind of experience they want. It’s a chance to set expectations, like how competitive decks should be, or if there are any cards people would rather not play against. It’s not an official rule, but it helps make sure everyone has fun.
What people usually discuss
Before a Commander game, players might say things like “my deck wins around turn six if unchecked” or “I’m trying a goofy combo today.” You can also agree to limit certain cards, allow some custom cards, or change how mulligans work. The key is being upfront so everyone is on the same page. An example of this would be vetoing the use of rhystic study
When it doesn’t apply
Rule 0 is only for friendly games. It doesn’t apply in official tournaments or online ranked play. It’s about communication, not changing the core rules midgame. You can read official Commander information on Wizards’ website here.
What is Rule 116 in MTG?
Summary
Rule 116 in Magic’s official rulebook explains something called “special actions.” These are things a player can do during their turn that happen instantly and cannot be interrupted by other players. The most common example is playing a land. It just happens right away. Nobody can stop or respond to it in the moment.
What counts as a special action
Playing a land is the clearest example of a special action. You simply put the land onto the battlefield during your main phase when you are allowed to, and it happens immediately. Another common one is turning a face-down creature face up if it has the “morph” ability. Some newer mechanics, like “foretell” or paying a companion cost, are also handled this way. All of these actions are unique because they take effect the moment you choose to do them, without any delay or reaction window for other players.
When you can take a special action
You can only take a special action when it’s your turn and nothing else is currently happening, such as a spell being cast or an ability resolving. In other words, you need a clear moment in the game where you normally could play a land or activate an ability. Once you take a special action, it happens right away and play continues.
Why this rule matters
Understanding Rule 116 helps explain why some things in Magic “just happen.” For example, you can’t counter someone’s land drop or stop them from flipping a morph creature once they’ve chosen to do it. These actions don’t go through the same back-and-forth process as spells or abilities, which is why no one can react in time. Knowing this helps avoid confusion and keeps games running smoothly.
Where to find the official rule
If you want to read the official text, you can find Rule 116 in Wizards of the Coast’s current Comprehensive Rules. It lists every type of special action and explains when each one can be used.
What is the Miracle rule in MTG?
Summary
Miracle is a special keyword that lets you cast a spell for a cheaper cost if it’s the first card you draw that turn. To use it, you must reveal the card right as you draw it, then cast it for its “Miracle” cost.
How it actually works
Let’s say you draw “Terminus” with Miracle. If it’s the first card you drew that turn, show it to everyone right away. That starts a trigger that lets you cast it for its Miracle cost when it resolves. If you forget to reveal it immediately, you lose that chance and the card just stays in your hand normally.
Where you’ll see it
Miracle cards show up in older sets like Avacyn Restored and are still popular in Legacy and Cube formats. You can read Wizards’ official explanation of the Miracle mechanic here.

What is the Toxic rule in MTG?
Summary
Toxic is a keyword that appeared in Phyrexia: All Will Be One. When a creature with toxic deals combat damage to a player, that player gets a number of poison counters equal to the creature’s toxic number. Ten or more poison counters means that player loses the game.
What makes Toxic different from Infect
Toxic doesn’t change how much normal damage a creature deals. Instead, it adds poison counters on top of that damage. So if a creature has Toxic 2 and hits you for 3 damage, you lose 3 life and also get 2 poison counters. Unlike Infect, the creature still deals normal damage to creatures and players.
Where it’s used
Toxic creatures appeared in Standard during the Phyrexia: All Will Be One set and continue to appear in casual and Commander decks. Wizards explains the mechanic in their official article here.

What is the Fear rule in MTG?
Summary
Fear is an older creature ability that means “this creature can’t be blocked except by artifact creatures and creatures that share a color with it.” It’s no longer used in new sets, but you’ll still see it on older cards.
How Fear works in play
If a creature with fear is attacking, only artifact creatures or creatures that share its color can block it. For example, a black creature with fear can only be blocked by another black or artifact creature. The ability doesn’t stop removal spells or effects, it only affects blocking.
Why it was replaced
Wizards phased out fear because it was too narrow and confusing for new players. It was replaced by similar keywords like Intimidate and later Menace, which are easier to understand. You can see the official wording for older cards in Wizards’ Comprehensive Rules.
Staying up to date on MTG rules
Where to check the latest info
Magic’s rules sometimes change with new sets, so it’s always a good idea to look at the most recent version of the Comprehensive Rules on Wizards’ website. That page also links to release notes for each set, which explain new mechanics in simple terms. If you play Commander, you can find the official format page here.
We hope this blog was useful for you and answered any questions you had on these commonly searched for rules!