507.3a The controller of another player’s turn can use only that player’s resources (cards, mana, and so on) to pay costs for that player.

Example: If the controller of the turn decides that the player will play a spell with an additional cost of discarding cards, the cards are discarded from the player’s hand.

507.3b The controller of another player’s turn can’t make that player concede. A player may concede the game at any time, even if his or her turn is controlled by another player. See rule 102.3a.

507.3c The controller of another player’s turn can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules.

Example: The player whose turn it is still chooses whether he or she leaves to visit the restroom, trades a card to someone else, takes an intentional draw, or calls a judge about an error or infraction.

507.3d A player who controls another player’s turn also continues to make his or her own choices and decisions.

507.4. A player doesn’t lose life due to mana burn while another player controls his or her turn. (Unused mana in players’ mana pools is still lost when a phase ends. See rule 300.3.)

508. Flip Cards

508.1. Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card’s normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic: The Gathering card back.

508.1a The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to “flip” if certain conditions are met.

508.1b The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is in play and only if the permanent is flipped.

508.1c A flip card’s color, mana cost, expansion symbol, illustration credit, and legal text don’t change if the permanent is flipped. Also, any changes to it by external effects will still apply.

508.2. In every zone other than the in-play zone, and also in the in-play zone before the permanent flips, a flip card has only the normal characteristics of the permanent. Once the flip permanent in the in-play zone is flipped, the normal name, text box, type line, power, and toughness of the flip permanent don’t apply and the alternative versions of those characteristics apply instead.

Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says “search for library for a legendary card” can’t find this flip card. An effect that says “legendary creatures get +2/+2” doesn’t affect Akki Lavarunner, but it does affect Tok-Tok.

508.3. If you control a flip permanent, you must ensure that it’s clear at all times whether the permanent is flipped or not, both when it’s untapped and when it’s tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects.

508.4. Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become unflipped. However, if a flipped permanent leaves play, it retains no memory of its status.

509. Ending the Turn

509.1. One card (Time Stop) ends the turn when it resolves. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 413, “Resolving Spells and Abilities”).

509.1a Remove every object on the stack from the game. Remove all attacking and blocking creatures, if any, from combat. All objects not in play or on the stack that aren’t represented by cards will cease to exist the next time state-based effects are checked (see rule 420, “State-Based Effects).

509.1b Check state-based effects. No player gets priority, and no triggered abilities are put onto the stack.

509.1c The current phase and/or step ends. The game skips straight to the cleanup step. Skip any phases or steps between this phase or step and the cleanup step.

509.2. No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered between the spell or ability resolving and the cleanup step ending, there’s a chance to play spells and abilities in the cleanup step. Then there will be another cleanup step before the turn finally ends (see rule 314.3).

509.3. Even though the turn ends, “at end of turn” triggered abilities don’t trigger because the end of turn step is skipped.

510. Status

510.1. A permanent’s “status” is its physical state. There are three status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, and face up/face down. Each permanent always has one of these values for each of these categories.

510.2. Status is not a characteristic, though it may affect a permanent’s characteristics.

510.3. Permanents come into play untapped, unflipped, and face up unless a spell or ability says otherwise.

510.4. A permanent retains its status until a spell, ability, or game action changes it, even if that status is not relevant to it.

Example: Dimir Doppelganger says “{1}{U}{B}: Remove target creature card in a graveyard from the game. Dimir Doppelganger becomes a copy of that card and gains this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Grizzly Bears, it will retain its flipped status even though that has no relevance to Grizzly Bears. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.

510.5. Only permanents have status. Cards not in play do not. Although a card in the removed-from-the-game zone may be face down, this has no correlation to the face-down status of a permanent.

510.6. A permanent that phases out remembers its status, as well as other information about the permanent (such as who controls it or whether it has any counters on it). It will phase in with the same status it had when it phased out. If it was face down when it phased out, it will stay face down in the phased-out zone.