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Rules guide · Enchantment

Rule of LawHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Core Set 2020· July 12, 2019
Carte Magic Rule of Law

Rule of Law is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Each player can't cast more than one spell each turn.

Complete guide

Rule of Law is a powerful white enchantment that fundamentally shifts the pace of a Magic: The Gathering game. By restricting all players to a single spell per turn, it punishes deck archetypes that rely on explosive, multi-spell turns or combo finishes.

What Rule of Law Does

This enchantment imposes a hard limit on spellcasting, affecting every player equally. It checks how many spells a player has cast during the current turn, regardless of whether Rule of Law was on the battlefield at the time those spells were cast. This makes it a primary tool for 'Stax' strategies, which aim to slow down the game and force opponents to play at a fair pace.

Step-by-Step Resolution

When a player attempts to cast a spell, the game checks if they have already cast a spell during the current turn. If they have, the game rules prevent them from even beginning the casting process. Importantly, this restriction counts any spell, including those that were countered. If you cast your first spell and it is countered by an opponent, Rule of Law still recognizes that you have cast one spell, meaning you cannot cast a second one for the remainder of that turn.

Common Mistakes

A frequent misconception is that Rule of Law only counts spells cast while it is in play. Official rulings clarify that if you cast a creature and then cast Rule of Law in the same turn, Rule of Law will see that you have already cast two spells and immediately prevent you from casting a third. Additionally, players often forget that this restriction applies to every turn; you can still cast one spell on your turn and another single spell on an opponent's turn, provided you have the priority and the means to do so.

When to Play It

Rule of Law is best utilized in decks that win through slow, incremental advantage or activated abilities rather than casting a flurry of spells. It is particularly effective against 'Storm' decks or tempo decks that need to protect their threats with countermagic in the same turn. By limiting everyone to one spell, you ensure that your opponents cannot outpace your board development.

Interaction examples

The Counterspell Trap

You cast a spell while Rule of Law is on the battlefield. Your opponent casts a counterspell. Even though your spell never resolved and was removed from the stack, Rule of Law tracks that you performed the action of casting a spell. You are now prohibited from casting any more spells until the next turn begins.

The Pre-existing Spell

During your Main Phase, you cast a creature. Later in that same Main Phase, you cast Rule of Law. Because Rule of Law looks at the entire turn, it sees you have already cast two spells (the creature and the enchantment itself). You cannot cast a third spell this turn, even though the restriction wasn't active when the first creature was cast.

Managing the Board

With all three enchantments on the battlefield, you create a restrictive environment. Rule of Law ensures your opponent can only play one threat per turn. If that threat is a creature, Ghostly Prison makes it expensive to attack you. Meanwhile, Smothering Tithe punishes them for drawing cards to find answers. Since Smothering Tithe and Ghostly Prison utilize triggered abilities and static effects rather than spells, they function perfectly under the one-spell limit.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Rule of Law

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Rule of Law looks at the entire turn to see if a player has cast a spell, even if Rule of Law wasn’t on the battlefield when that spell was cast. Notably, you can’t cast Rule of Law and then cast another spell during the same turn.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you cast a spell that was countered, you can’t cast another spell during the same turn.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Knowledge Pool
+Rule of Law
#1

Knowledge Pool + Rule of Law

Exile all spells players cast from their handPlayers can only cast one spell per turnLock
  1. 1Whenever a player casts a spell from their hand, Knowledge Pool triggers, exiling that spell.
  2. 2Because Rule of Law prevents players from casting more than one spell each turn, players cannot cast the spell permitted by Knowledge Pool, or any other spell that turn
Possibility Storm
+Rule of Law
#2

Possibility Storm + Rule of Law

Players can't cast spells from their handLock
  1. 1Any time a player would cast a spell from their hand it gets exiled from possibility storm.
  2. 2Rule of Law prevents them from casting the other card from possiblity storm resulting in a lock.
Erayo, Soratami Ascendant // Erayo's Essence
+Rule of Law
#3

Erayo, Soratami Ascendant // Erayo's Essence + Rule of Law

Opponents can't resolve any spell for the rest of the gameLock
  1. 1Erayo counters the first spell cast, and Rule of Law only lets players cast one spell a turn.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduelpredhtlr
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