212.2g Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to an object that isn’t a creature.

212.2h An Equipment is played and comes into play just like any other artifact. An Equipment doesn’t come into play attached to a creature. The equip keyword ability moves the Equipment onto a creature you control (see rule 502.33, “Equip”). Control of the creature matters only when the equip ability is played and when it resolves. The creature to which the Equipment is to be moved must be able to be equipped by it. If it can’t, the Equipment doesn’t move.

212.2i An Equipment that’s also a creature can’t equip a creature. Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains in play. (This is a state-based effect. See rule 420.)

212.2j The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature.

212.2k An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can play its abilities. However, if the Equipment adds an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can play that ability.

212.3. Creatures

212.3a A player may play a creature card from his or her hand during a main phase of his or her turn, when he or she has priority and the stack is empty. Playing a creature as a spell uses the stack. (See rule 409, “Playing Spells and Activated Abilities.”)

212.3b When a creature spell resolves, its controller puts it into play under his or her control.

212.3c Creature subtypes are always a single word and are listed after a long dash: “Creature – Human Soldier,” “Artifact Creature – Golem,” and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes.

Example: “Creature – Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard.

212.3d A creature’s activated ability with the tap symbol in its activation cost can’t be played unless the creature has been under its controller’s control since the start of his or her most recent turn. A creature can’t attack unless it has been under its controller’s control since the start of his or her most recent turn. This rule is informally called the “summoning sickness” rule. Ignore this rule for creatures with haste (see rule 502.5).

212.4. Enchantments

212.4a A player may play an enchantment card from his or her hand during a main phase of his or her turn, when he or she has priority and the stack is empty. Playing an enchantment as a spell uses the stack. (See rule 409, “Playing Spells and Activated Abilities.”)

212.4b When an enchantment spell resolves, its controller puts it into play under his or her control.

212.4c Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment – Shrine.” Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes.

212.4d Some enchantments have the subtype “Aura.” An Aura comes into play attached to a permanent or player. What an Aura can be attached to is restricted by its enchant keyword ability (see rule 502.45, “Enchant”). Other effects can limit what a permanent can be enchanted by.

212.4e An Aura spell requires a target, which is restricted by its enchant ability.

212.4f If an Aura is enchanting an illegal permanent, or the permanent it was attached to no longer exists, the Aura is put into its owner’s graveyard. (This is a state-based effect. See rule 420.)

212.4g An Aura can’t enchant itself, and an Aura that’s also a creature can’t enchant a permanent. If this occurs somehow, the Aura is put into its owner’s graveyard. (This is a state-based effect. See rule 420.)

212.4h The permanent an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that permanent.

212.4i An Aura’s controller is separate from the enchanted permanent’s controller; the two need not be the same. Changing control of the permanent doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can play its abilities. However, if the Aura adds an ability to the enchanted permanent (with “gains” or “has”), the enchanted permanent’s controller is the only one who can play that ability.

212.4j If an Aura is coming into play by any means other than by being played and the effect putting it into play doesn’t specify the permanent or player the Aura will enchant, the player putting it into play chooses what it will enchant as the Aura comes into play. The player must choose a legal permanent or player according to the Aura’s enchant ability and any other applicable effects. If the player can’t make a legal choice, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of coming into play.

212.4k If an effect attempts to attach an Aura in play to a permanent or player, that permanent or player must be able to be enchanted by it. If the permanent or player can’t be, the Aura doesn’t move.

212.5. Instants

212.5a A player may play an instant card from his or her hand any time he or she has priority. Playing an instant as a spell uses the stack. (See rule 409, “Playing Spells and Activated Abilities.”)

212.5b When an instant spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.

212.5c Instant subtypes are always single words and are listed after a long dash: “Instant – Arcane.” Each word after the dash is a separate subtype. Instant subtypes are also called instant types. An instant subtype that’s also a sorcery subtype is also called a spell type. Instants may have multiple subtypes.

212.5d Instants can’t come into play. If an instant would come into play, it remains in its previous zone instead.

212.5e If text states that a player may do something “any time he or she could play an instant,” it means only that the player must have priority. The player doesn’t need to have an instant he or she could actually play.

212.6. Land

212.6a A player may play a land card from his or her hand only during a main phase of his or her turn, and only when he or she has priority and the stack is empty. A land card isn’t a spell card, and at no time is it a spell. When a player plays a land card, it’s simply put into play. The land card doesn’t go on the stack, so players can’t respond to it with instants or activated abilities.