901.1.
In the Planechase variant, plane cards add additional abilities and randomness to the game. At
any given time, one plane card will be face up and its abilities will affect the game. The Planechase
variant uses all the normal rules for a Magic game, with the following additions.
901.2.
A Planechase game may be a two-player game or a multiplayer game. The default multiplayer
setup is the Free-for-All variant with the attack multiple players option and without the limited
range of influence option. See rule 806, «Free-for-All Variant.»
901.3.
In addition to the normal game materials, each player needs a planar deck of at least ten plane
cards and the game needs one planar die. Each card in a planar deck must have a different English
name. (See rule 309, «Planes.»)
901.3a
A planar die is a six-sided die. One face has the Planeswalker symbol {PW}. One face has
the chaos symbol
. The other faces are blank.
901.4.
At the start of the game, each player shuffles his or her planar deck so that the cards are in a
random order. Each deck is placed face down next to its owner‘s library. All plane cards remain in
the command zone throughout the game, both while they‘re part of a planar deck and while they‘re
face up.
901.5.
Once all players have kept their opening hands and used the abilities of cards that allow them to
start the game with those cards on the battlefield, the starting player moves the top card of his or her
planar deck off that planar deck and turns it face up. (See rule 103.6.) No abilities of that card
trigger as a result.
901.6.
The owner of a plane card is the player who started the game with it in his or her planar deck.
The controller of a face-up plane card is the player designated as the planar controller. Normally,
the planar controller is whoever the active player is. However, if the current planar controller would
leave the game, instead the next player in turn order that wouldn‘t leave the game becomes the
planar controller, then the old planar controller leaves the game. The new planar controller retains
that designation until he or she leaves the game or a different player becomes the active player,
whichever comes first.
901.7.
Any abilities of a face-up plane card in the command zone function from that zone. The card‘s
static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be
activated.
901.7a
Each plane card is treated as if its text box included «When you roll {PW}, put this card on
the bottom of its owner‘s planar deck face down, then move the top card of your planar deck off
your planar deck and turn it face up.» This is called the «planeswalking ability.» A face-up plane
card that‘s turned face down becomes a new object.
901.8.
Any time the active player has priority and the stack is empty, but only during a main phase of
his or her turn, that player may roll the planar die. Taking this action costs a player an amount of
mana equal to the number of times he or she has previously taken this action on that turn. This is a
special action and doesn‘t use the stack. (See rule 115.2f.)
901.8a
If the die roll is a blank face, nothing happens. The active player gets priority.
901.8b
If the die roll is the chaos symbol
, any ability of the plane that starts «When you roll
» triggers and is put on the stack. The active player gets priority.
901.8c
If the die roll is the Planeswalker symbol {PW}, the plane‘s «planeswalking ability» triggers
and is put on the stack. The active player gets priority.
901.9.
When a player leaves the game, all objects owned by that player leave the game. (See rule
800.4a
.) If that includes the face-up plane card, the planar controller turns the top card of his or her
planar deck face up. This is not a state-based action. It happens as soon as the player leaves the
game.
901.9a
If a plane leaves the game while a «planeswalking ability» for which it was the source is on
the stack, that ability ceases to exist.
901.10.
After the game has started, if a player moves the top card of his or her planar deck off that
planar deck and turns it face up, that player has «planeswalked.» Continuous effects with durations
that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See
rule 701.21.
901.10a
A player may planeswalk as the result of the «planeswalking ability» (see rule 309.6) or
because the owner of the face-up plane card leaves the game (see rule 901.9).
901.10b
The plane card that‘s turned face up is the plane the player planeswalks to. The plane card
that‘s turned face down, or that leaves the game, is the plane the player planeswalks away from.
901.11.
A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer
variant and all the rules for the Planechase casual variant, with the following additions.
901.11a
Each player has his or her own planar deck.
901.11b
The planar controller is normally the primary player of the active team. However, if the
current planar controller‘s team would leave the game, instead the primary player of the next
team in turn order that wouldn‘t leave the game becomes the planar controller, then the old
planar controller‘s team leaves the game. The new planar controller retains that designation until
he or she leaves the game or a different team becomes the active team, whichever comes first.
901.11c
Even though the face-up plane is controlled by just one player, any ability of that plane that
refers to «you» applies to both members of the planar controller‘s team.
901.11d
Since each member of the active team is an active player, each of them may roll the planar
die. Each player‘s cost to roll the planar die is based on the number of times that particular
player has already rolled the planar die that turn.
901.12.
In multiplayer formats other than Grand Melee, plane cards are exempt from the limited range
of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and
players in the game. (See rule 801, «Limited Range of Influence Option.»)
901.13.
In Grand Melee Planechase games, multiple plane cards may be face up at the same time.
901.13a
Before the first turn of the game of the game, each player who will start the game with a
turn marker moves the top card of his or her planar deck off that planar deck and turns it face
up. Each of them is a planar controller.
901.13b
If a player would leave the game and that player leaving the game would reduce the
number of turn markers in the game, that player first ceases to be a planar controller (but no
other player becomes a planar controller), then that player leaves the game. The face-up plane
card that player controlled is put on the bottom of its owner‘s planar deck. No player is
considered to have planeswalked.
901.14.
Single Planar Deck Option
901.14a
As an alternative option, a Planechase game may be played with just a single communal
planar deck. In that case, the number of cards in the planar deck must be at least forty or at least
ten times the number of players in the game, whichever is smaller. Each card in the planar deck
must have a different English name.
901.14b
In a Planechase game using the single planar deck option, the planar controller is
considered to be the owner of all the plane cards.
901.14c
If any rule or ability refers to a player‘s planar deck, the communal planar deck is used.