In other games, where there's a contradiction between cards played, it's resolved in the order the cards are played.
Magic does this, but I think it's best avoided, and most games can (and do) avoid it.
As LF notes, in most games, "can't" beats "do." This is an issue of friendly wordings vs. precise ones. The precise wordings are much more confusing.
In Magic, day one, they had Stone Rain, "Destroy target land," and Consecrate Land, "enchanted land can't be destroyed." In an early Magic book, which included essays by Richard Garfield, Richard said, "isn't that a contradiction," then went on to say, it hurt his head to get into the frame of mind where you could see it that way.
It's a real contradiction though. The classic solution is to use a "replacement" (Magic lingo for "would" triggers). Here it would be "When enchanted land would be destroyed, instead, it isn't." Now there's no contradiction. [The actual solution in Magic today is "Enchanted land is indestructible," which is a defined term.]
Replacements tend to be ultra-confusing; Possession and Trader are two of the most confusing cards in Dominion. It's better not to use replacements. In most games that then means that if you want a "can't" rule, you have "can't" beat "do."
It tends to be very intuitive that "can't" beats "do," because otherwise the "can't" rule wouldn't do anything. Consecrate Land has to stop Stone Rain; otherwise it makes no sense.