Abilities that trigger when an object that all players can see is put into a hand or library.Abilities that trigger when a permanent phases out.Abilities that trigger when a card leaves a graveyard.Leaves-the-battlefield abilities (except ones that use the phrase “from anywhere”).Some triggered abilities, like ones that key off a permanent leaving the battlefield, can’t work this way, so for these abilities, the game checks immediately after the event to see if they should trigger. Usually the game checks to see if any triggered abilities should trigger based on the game state immediately after an event happens.The if clause is checked again when it starts to resolve, and the ability is removed from the stack without effect if the clause is not true at this time. Such triggers will only be put on the stack if the if clause is true when the ability triggers. Triggers worded “When/Whenever/At, if, ” have an intervening if clause. Without this rule, the game would probably be a draw any time one of these abilities triggered because it would just keep triggering over and over. If a state trigger is on the stack, it will not trigger again until that trigger leaves the stack (it resolves, is countered, or some effect otherwise removes it). Examples: Emperor Crocodile, Darksteel Reactor (last ability). State triggers are triggered abilities that trigger on a particular game state being true, not on something happening in the game.Read the trigger condition carefully to determine whether a particular event will match that transition once or more times. The word “becomes” generally refers to a transition between two states.The trigger condition “Whenever gains life…” means “Whenever a source causes to gain life.”.Sometimes it’s not immediately obvious whether an event will cause them to trigger once or more than once. Certain trigger conditions are a little tricky.The nonactive player’s triggers will all resolve before any of the active player’s triggers will resolve. If multiple triggered abilities are waiting to go on the stack, the active player puts all her triggers on the stack first, then the nonactive player puts all her triggered abilities on the stack on top of them.If a player controls multiple triggered abilities that are all waiting to go on the stack, that player puts them on the stack in whatever order she chooses.They are put on the stack in the order described below: After that, the game checks to see if there are any triggered abilities waiting to go on the stack. Anytime someone would get priority, the game first performs any applicable state-based actions.Those abilities trigger at that point, but don’t go on the stack yet. Anytime something happens in the game, the game checks to see if any triggered abilities exist that match what happened.This article reviews the finer points of triggered abilities, and how they interact with other parts of the game, like continuous effects, replacement effects, and state-based actions. We talked about triggered abilities before in the All About Abilities article, but we only scratched the surface. For the policy on missed triggered abilities, see here. For an introduction to triggered abilities (and other types of abilities), see here. Note: This article deals with advanced rules concepts related to triggered abilities.
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