Added 4th Edition Rulebook and Renamed Files
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COMPREHENSIVE RULES 04/23/99
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This rule information is copyrighted by Wizards of the Coast (see the end of
the file for details).
Converted to text from the Word document format by "[email protected]".
You can get this file from "http://www.crystalkeep.com/magic/rules".
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Contents
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Introduction
1. The Game
100. General
101. Starting the Game
102. Winning and Losing
103. The Golden Rule
2. Cards
200. General
201. Parts of a Card
202. Name
203. Mana Cost
204. Illustration
205. Type
206. Expansion Symbol
207. Text Box
208. Power/Toughness
209. Credit
210. Legal Text
211. Collector Number
212. Card Type
213. Spell Type
214. Permanent Type
215. Legends and Legendary Types
216. Tokens
217. Zones
3. Turn Structure
300. General
301. Beginning Phase
302. Untap Step
303. Upkeep Step
304. Draw Step
305. Main Phase
306. Combat Phase
307. Beginning of Combat Step
308. Declare Attackers Step
309. Declare Blockers Step
310. Combat Damage Step
311. End of Combat Step
312. End Phase
313. End of Turn Step
314. Cleanup Step
4. Spells, Abilities, and Effects
400. General
401. Spells
402. Abilities
403. Activated Abilities
404. Triggered Abilities
405. Static Abilities
406. Ability Subtypes
407. Adding and Removing Abilities
408. Timing of Spells and Abilities
409. Playing Spells and Activated Abilities
410. Handling Triggered Abilities
411. Playing Mana Abilities
412. Handling Static Abilities
413. Resolving Spells and Abilities
414. Countering Spells and Abilities
415. Editing a Spell or Ability
416. Effects
417. One-Shot Effects
418. Continuous Effects
419. Replacement and Prevention Effects
420. State-Based Effects
421. Handling "Infinite" Loops
422. Handling Illegal Actions
5. Additional Combat Rules
500. Legal Attacks and Blocks
501. Evasion Abilities
502. Keyword Abilities
Glossary
Index
In response to play issues and to keep these rules as
current as possible, changes may have been made to this
document since its printing. See the Wizards of the Coast¨
website for the current version of the official rules.
www.wizards.com
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Magic: The Gathering(R) Comprehensive Rules
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Introduction
This book is designed for people who've moved beyond the basic
Magic: The Gathering(R) game. If you're a beginning Magic(R) player, you'll
probably find these rules pretty intimidating. They're intended to be the
ultimate authority to the game, and you won't usually need to refer to them
except in specific cases or during a tournament.
For casual play, and nearly every ordinary situation, you'll find what you
need in the general rulebook included with the Magic: The Gathering _Classic_
game box. That's also the best place to begin if you're moving up from a
starter-level Magic product such as the Magic: The Gathering _Portal_ or
_Portal Second Age_ sets. If you're sure this is where you want to be, keep
reading.
This document is organized in a series of numbered rules. Many of these rules
are in turn subdivided, and each separate rule of the game has its own number.
Words or phrases in italics are defined in the glossary.
We at Wizards of the Coast(R) recognize that no matter how detailed the rules,
there will always be situations in which the interactions of specific cards
require a precise answer. If you have questions, you can get the answers from
us. See the end of this file for contact information.
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1. The Game
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100. General
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100.1. These Magic rules assume a game between two players. Optional rules
allow for more players but aren't discussed here. These can be found at the
Wizards of the Coast(R) website at <www.wizards.com>.
100.2. In constructed-deck play, each player needs his or her own deck of at
least sixty cards with no more than four copies of any card except basic
lands; small objects to represent any tokens and counters; and some way to
clearly track life totals.
100.3. For sealed-deck or draft play, only forty cards are required in a deck,
and a player may use as many copies of a card as he or shLine truncated
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