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==============================================================================
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COMPREHENSIVE RULES 04/23/99
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==============================================================================
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This rule information is copyrighted by Wizards of the Coast (see the end of
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the file for details).
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Converted to text from the Word document format by "[email protected]".
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You can get this file from "http://www.crystalkeep.com/magic/rules".
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------------------------------------------------------------------------------
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Contents
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------------------------------------------------------------------------------
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Introduction
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1. The Game
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100. General
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101. Starting the Game
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102. Winning and Losing
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103. The Golden Rule
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2. Cards
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200. General
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201. Parts of a Card
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202. Name
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203. Mana Cost
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204. Illustration
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205. Type
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206. Expansion Symbol
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207. Text Box
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208. Power/Toughness
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209. Credit
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210. Legal Text
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211. Collector Number
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212. Card Type
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213. Spell Type
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214. Permanent Type
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215. Legends and Legendary Types
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216. Tokens
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217. Zones
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3. Turn Structure
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300. General
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301. Beginning Phase
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302. Untap Step
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303. Upkeep Step
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304. Draw Step
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305. Main Phase
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306. Combat Phase
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307. Beginning of Combat Step
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308. Declare Attackers Step
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309. Declare Blockers Step
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310. Combat Damage Step
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311. End of Combat Step
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312. End Phase
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313. End of Turn Step
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314. Cleanup Step
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4. Spells, Abilities, and Effects
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400. General
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401. Spells
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402. Abilities
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403. Activated Abilities
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404. Triggered Abilities
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405. Static Abilities
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406. Ability Subtypes
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407. Adding and Removing Abilities
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408. Timing of Spells and Abilities
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409. Playing Spells and Activated Abilities
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410. Handling Triggered Abilities
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411. Playing Mana Abilities
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412. Handling Static Abilities
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413. Resolving Spells and Abilities
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414. Countering Spells and Abilities
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415. Editing a Spell or Ability
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416. Effects
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417. One-Shot Effects
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418. Continuous Effects
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419. Replacement and Prevention Effects
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420. State-Based Effects
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421. Handling "Infinite" Loops
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422. Handling Illegal Actions
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5. Additional Combat Rules
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500. Legal Attacks and Blocks
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501. Evasion Abilities
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502. Keyword Abilities
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Glossary
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Index
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In response to play issues and to keep these rules as
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current as possible, changes may have been made to this
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document since its printing. See the Wizards of the Coast¨
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website for the current version of the official rules.
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www.wizards.com
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------------------------------------------------------------------------------
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Magic: The Gathering(R) Comprehensive Rules
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------------------------------------------------------------------------------
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Introduction
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This book is designed for people who've moved beyond the basic
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Magic: The Gathering(R) game. If you're a beginning Magic(R) player, you'll
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probably find these rules pretty intimidating. They're intended to be the
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ultimate authority to the game, and you won't usually need to refer to them
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except in specific cases or during a tournament.
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For casual play, and nearly every ordinary situation, you'll find what you
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need in the general rulebook included with the Magic: The Gathering _Classic_
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game box. That's also the best place to begin if you're moving up from a
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starter-level Magic product such as the Magic: The Gathering _Portal_ or
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_Portal Second Age_ sets. If you're sure this is where you want to be, keep
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reading.
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This document is organized in a series of numbered rules. Many of these rules
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are in turn subdivided, and each separate rule of the game has its own number.
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Words or phrases in italics are defined in the glossary.
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We at Wizards of the Coast(R) recognize that no matter how detailed the rules,
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there will always be situations in which the interactions of specific cards
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require a precise answer. If you have questions, you can get the answers from
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us. See the end of this file for contact information.
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------------------------------------------------------------------------------
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1. The Game
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------------------------------------------------------------------------------
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100. General
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------------
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100.1. These Magic rules assume a game between two players. Optional rules
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allow for more players but aren't discussed here. These can be found at the
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Wizards of the Coast(R) website at <www.wizards.com>.
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100.2. In constructed-deck play, each player needs his or her own deck of at
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least sixty cards with no more than four copies of any card except basic
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lands; small objects to represent any tokens and counters; and some way to
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clearly track life totals.
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100.3. For sealed-deck or draft play, only forty cards are required in a deck,
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and a player may use as many copies of a card as he or she has. See the DCI(R)
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Standard Floor Rules for more information.
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100.4. There is no maximum deck size.
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100.5. Most Magic tournaments have special rules (not included here) and may
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limit the use of some cards, including barring all cards from older sets. See
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the DCI Standard Floor Rules for more information.
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101. Starting the Game
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----------------------
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101.1. At the start of a game, each player shuffles his or her own deck so
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that the cards are in a random order. Each player may then cut his or her
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opponent's deck.
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101.2. After the decks have been shuffled, the players determine who will play
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first, using any mutually agreeable method (flipping a coin, rolling dice,
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etc.). In a match of several games, the loser of the previous game decides who
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will play first.
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101.3. Once the starting player has been determined, each player sets his or
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her life total to 20 and draws a hand of seven cards.
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101.4. The player who plays first skips the draw step (see rule 304,
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"Draw Step") of his or her first turn.
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101.5. A player who is dissatisfied with his or her initial hand may mulligan.
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That player shuffles his or her hand back into the deck, then draws a new hand
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of six cards. He or she may repeat this process as many times as desired,
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drawing one fewer card each time, until the hand reaches zero cards. Once the
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first player decides to keep a hand, the second player may mulligan. Once both
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players are satisfied with their hands, the first player takes his or her
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turn.
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102. Winning and Losing
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-----------------------
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102.1. If a player's life total is 0 or less, he or she loses the game
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immediately.
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102.2. When a player is required to draw more cards than are left in his or
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her library, he or loses instead.
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102.3. A game immediately ends when either these rules or a card effect states
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that a player loses or wins.
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102.4. If both players lose simultaneously, the game is a draw.
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102.5. If a player would both win and lose simultaneously, he or she loses.
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102.6. If the game somehow _loops_, repeating a sequence of events with no way
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to stop, the game is a draw.
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102.7. A player may concede a game at any time.
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103. The Golden Rule
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--------------------
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103.1. The Magic Golden Rule is: Whenever a card's text contradicts these
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rules, the card takes precedence. The card overrides only the rule that
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applies to that specific situation. If an instruction requires taking an
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impossible action, it's ignored. (In many cases the card will specify
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consequences for this; if it doesn't, there's no effect.)
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2. Cards
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------------------------------------------------------------------------------
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200. General
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------------
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200.1. When a rule or card text refers to a Òcard,Ó it means a Magic card with
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a Magic card front and the Magic card back. An Ungluedª card that represents a
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token isn't considered a card for rules purposes.
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201. Parts of a Card
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--------------------
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201.1. The parts of a card are: name, mana cost, illustration, type, expansion
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symbol, text box, power/toughness, credit, legal text, and collector number.
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202. Name
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---------
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202.1. The name of a card is printed on its upper-left corner.
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202.2. Card text that refers to that card by name means just that particular
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copy of the card and not any other copies of it, regardless of any name
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changes due to game effects.
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202.3. Two cards are considered to have the same name if the English versions
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of their names are identical, regardless of anything else printed on the
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cards.
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203. Mana Cost
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203.1. The mana cost of a card is indicated by mana symbols printed on its
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upper-right corner. Tokens and lands have no mana cost. Paying a card's mana
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cost requires matching the color of any colored mana symbols.
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203.2. A card is the color or colors of the mana symbols in its mana cost,
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regardless of the color of its border. For example, a card with a mana cost
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{2}{W} is white; one with a mana cost of {2}{W}{B} is both white and black.
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Cards with no colored mana symbols are colorless.
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203.3. The converted mana cost of a card is the total amount of mana in the
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mana cost, regardless of color (for example, a mana cost of {3}{U}{U}
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translates to a converted mana cost of 5). The converted mana cost may be paid
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with any combination of colored and/or colorless mana.
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203.4. Any additional cost listed in a card's rules text isn't part of the
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mana cost. (See rule 409, "Playing Spells and Activated Abilities.")
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204. Illustration
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204.1. The illustration is printed on the upper half of a card and has no game
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significance. For example, a creature doesn't have the flying ability unless
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stated in its rules text, even if itÕs depicted as flying.
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205. Type
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205.1. The type (and subtype, if applicable) of a card is printed directly
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below the illustration. (See rules 212-215.)
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206. Expansion Symbol
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206.1. The expansion symbol indicates in which Magic set the card was
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published and is printed below the right edge of the illustration.
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206.2. The color of the expansion symbol indicates the rarity of the card
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within its set. A gold symbol signifies the card is rare; silver, uncommon;
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and black, common or basic land. (Prior to the Exodus(R) set, all expansion
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symbols were black.)
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206.3. A spell or ability that affects cards from a particular set "looks"
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only for that set's expansion symbol. A card reprinted in the basic set
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receives the basic set's expansion symbol; the reprinted version of the card
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no longer counts as part of its original set. The first five editions of the
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basic set had no expansion symbol.
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207. Text Box
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-------------
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207.1. The text box is printed on the lower half of the card. It contains
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rules text stating what the card does and any special requirements for playing
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it.
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207.2. The text box may also contain italicized reminder text (in parentheses
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and italics) summarizing a rule that applies to that card, and/or italicized
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flavor text that has no game function but, like the illustration, adds
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artistic appeal to the game.
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208. Power/Toughness
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208.1. A creature card has two numbers separated by a slash printed on its
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lower-right corner. The first number is the creature's power (the amount of
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damage it deals in combat); the second is its toughness (the amount of damage
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needed to destroy it). For example, 2/3 means the creature has power 2 and
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toughness 3.
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209. Credit
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209.1. The illustration credit for a card is printed directly below the text
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box. This has no effect on game play.
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210. Legal Text
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---------------
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210.1. Legal text lists the publication date and copyright information. It has
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no effect on game play.
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211. Collector Number
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---------------------
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211.1. Some card sets feature collector numbers. This information is printed
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in the form <card number/total cards in the set>, immediately following the
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legal text. These numbers have no effect on game play.
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212. Card Type
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212.1. All cards have one or more types: artifact, creature, enchantment,
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instant, land, or sorcery. Only one multiple type (artifact creature)
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currently exists. Artifact creature satisfies the criteria for any effect that
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applies to an artifact card or a creature card.
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212.2. Some card types include subtypes, printed on the same line.
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EXAMPLE: "Creature - Minotaur" means the card has type creature and creature
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subtype Minotaur. "Enchant Creature" means it has type enchantment and subtype
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enchant creature.
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213. Spell Type
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213.1. Every card, except land cards, is a spell as it's being played and
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stops being a spell when it resolves or is countered. For more information,
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see rule 401, "Spells."
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213.2. A spell's type is the same as its card type.
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214. Permanent Type
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-------------------
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214.1. A permanent is a card or token that remains in play. There are four
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types of permanents: artifacts, creatures, enchantments, and lands.
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214.2. A permanent's type(s) and subtype(s) are the same as those printed on
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its card. A token's type(s) and subtype(s) are set by the spell or ability
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that created it.
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214.3. A card becomes a permanent when it comes into play and stops being a
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permanent when it leaves play. The term "card" or "spell" is often used to
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refer to a card type that's not in play, such as a creature card in a player's
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hand. For more information, see rule 217, "Zones."
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214.4. When a permanent's type or subtype changes, the new type replaces any
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existing type(s). This changes only the permanent typeÑthe card type doesn't
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change. Counters, effects, and damage affecting the permanent remain with it,
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even if they are meaningless to the new type.
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214.5. The initial value of a permanent's characteristic is the value printed
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on the card, or specified by the spell or ability that created a token or
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changed the type of a permanent. Using a type-changing ability changes the
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initial values of characteristics stated in the ability's text, not the
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current values. Changing the initial value of a characteristic won't override
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continuous effects that are changing it.
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214.6. Artifacts
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214.6a Artifacts have no special characteristics. Artifact spells are
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colorless, although other spells or abilities might confer a color.
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214.6b Artifact creatures combine the characteristics of both the creature
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and artifact subtypes and are subject to spells and abilities that affect
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both.
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214.7. Creatures
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214.7a If a card instruction requires choosing a creature subtype, this may
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be any noun (even if the creature doesn't exist in Magic), but only one. A
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word that has some other Magic meaning isn't a valid choice, because that
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would cause confusion.
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EXAMPLE: Merfolk or Wizard is acceptable, but not Merfolk Wizard. Words
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like "opponent" or "swamp" can't be chosen because they have other meanings
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in the game.
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214.7b Plurality and gender are ignored when determining creature types.
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EXAMPLE: Ogre, Ogres, Ogress, and Ogresses all count as the same creature
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type, Ogre.
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214.8. Enchantments
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214.8a A global enchantment simply reads "Enchantment" as its type. Local
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enchantments comprise various subtypes: enchant artifact, enchant creature,
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enchant enchantment, enchant land, and enchant permanent.
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214.8b A global enchantment is put into play like any other spell that
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creates a permanent.
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214.8c A local enchantment spell must be attached to a target permanent,
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whose type is indicated by the enchantment subtype.
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EXAMPLE: An enchant creature spell requires a target creature. Additional
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targeting restrictions are indicated by the phrase "Play <card> only
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on <permanent type>."
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214.8d When playing a local enchantment spell, the player announces the
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spell's target. The local enchantment comes into play attached to the target
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permanent. If a local enchantment is coming into play through any other
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means, its controller chooses a permanent when it attempts to enter play. If
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no legal permanent is available, the enchantment remains in the zone that it
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attempted to move from.
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214.8e If a local enchantment ends up enchanting an illegal permanent or its
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target permanent no longer exists, the enchantment card is put into its
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owner's graveyard.
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214.8f A local enchantment can't be attached to itself.
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214.8g The permanent a local enchantment is attached to is called
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"enchanted." The enchantment "enchants" that permanent.
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214.8h The abilities of local enchantments don't target the enchanted
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permanent unless they're activated abilities that can target something.
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214.8i The controller of a local enchantment is separate from the controller
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of the enchanted permanent. Changing control of the permanent doesn't change
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control of the enchantment, and vice versa. Only the enchantment's
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controller can play its abilities. However, if the enchantment adds an
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ability to the enchanted permanent, that enchanted permanent's controller is
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the only one who can play that ability.
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214.9. Lands
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------------
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214.9a A land card isn't a spell card. It's put directly into play.
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214.9b A player may normally play only one land card each turn. Spells and
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abilities may allow playing additional lands; doing so doesn't prevent a
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player from taking the normal action of playing a land.
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214.9c A land card is one of two categories: basic and nonbasic. Basic and
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nonbasic are not types or subtypes.
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214.9d The basic lands are plains, island, swamp, mountain, and forest.
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214.9e A basic land has an intrinsic ability to produce colored mana. (See
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rule 406.1, "Mana Abilities.") The card is treated as if its text box read,
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"{Tap}: Add <mana symbol> to your mana pool" even if the text box doesn't
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actually contain text. Plains produce white mana; islands, blue; swamps,
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black; mountains, red; and forests, green.
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214.9f If an effect changes a permanent into a basic land, the permanent is no
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longer its old type and has only the mana ability of that basic land. It now
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counts as a basic land. If that land was "Legendary," it is no longer.
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214.9g Any land that isn't a basic land is a nonbasic land. Even if its rules
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text or a game effect states that it "counts as" a basic land type, it is
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still nonbasic.
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214.9h Nonbasic lands don't necessarily have mana abilities.
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215. Legends and Legendary Types
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--------------------------------
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215.1. The word "Legend" or "Legendary" may be added to a card type or
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subtype. This means that the permanent created when that card enters play is
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subject to the Legend rule (see rule 420, "State-Based Effects") as well as
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the rules for its type.
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215.2. "Legend" is a creature type; "Legendary" is not.
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216. Tokens
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-----------
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216.1. Some spells and abilities put a token creature into play. The rules
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text of the spell or ability defines the initial characteristics of the token
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it creates. A token's name is its creature type unless otherwise specified;
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for example, the creature type of a Goblin token is Goblin.
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216.2. A token is subject to anything that affects permanents in general or
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the token's type or subtype. A token isn't considered a card (even if
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represented by cards from other games or Unglued token cards) and isn't
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subject to any effect that specifically uses the word "card."
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216.3. A token in a zone other than the in-play zone ceases to exist. This is
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a state-based effect. (Note that a token changing zones will set off triggered
|
|
abilities before the token ceases to exist.)
|
|
|
|
|
|
217. Zones
|
|
----------
|
|
|
|
217.1. A zone is a place that Magic cards can be during a game. There are six
|
|
basic zones: library, hand, graveyard, in play, stack, and removed from the
|
|
game. Each player has his or her own copy of each zone, except for the in-play
|
|
and stack zones, which are shared.
|
|
|
|
217.2. Library
|
|
|
|
217.2a When a game begins, each playerÕs deck becomes his or her library.
|
|
|
|
217.2b Each library must be kept in a single face-down pile. Players can't
|
|
look at or change the order of cards in a library.
|
|
|
|
217.2c A player may count the number of cards remaining in either player's
|
|
library at any time.
|
|
|
|
217.3. Hand
|
|
|
|
217.3a The hand is where a player holds cards that have been drawn but not
|
|
yet played.
|
|
|
|
217.3b Each player has a maximum hand size, which is normally seven cards.
|
|
A player may have any number of cards in his or her hand but as part of his
|
|
or her clean-up step must discard excess cards down to the maximum hand
|
|
size.
|
|
|
|
217.3c A player may arrange his or her hand in any convenient fashion and
|
|
look at it as much as he or she wishes. A player can't look at the cards in
|
|
the other player's hand but may count the number of cards in either player's
|
|
hand at any time.
|
|
|
|
217.4. Graveyard
|
|
|
|
217.4a A graveyard is a discard pile. Any card that's countered, discarded,
|
|
destroyed, or sacrificed is put on top of its owner's graveyard. Each
|
|
player's graveyard starts out empty.
|
|
|
|
217.4b Each graveyard is kept in a single face-up pile. A can examine the
|
|
cards in any graveyard at any time but can't change their order.
|
|
|
|
217.4c If an effect puts two or more cards into the same graveyard at the
|
|
same time, the owner of those cards may arrange them in any order.
|
|
|
|
217.5. In Play
|
|
|
|
217.5a Most of the area between the players represents the in-play zone. The
|
|
in-play zone starts out empty. Cards a player controls (other than local
|
|
enchantments enchanting the other playerÕs permanents) are kept in front of
|
|
him or her.
|
|
|
|
217.5b A spell or ability affects only the in-play zone unless it
|
|
specifically mentions another zone. Permanents exist only in the in-play
|
|
zone.
|
|
|
|
217.5c Whenever a card enters the in-play zone, it's a brand-new permanent
|
|
as far as the game is concerned and has no relationship to any previous
|
|
permanent represented by the same card.
|
|
|
|
217.5d A card outside the in-play zone isn't "in play" and isn't considered
|
|
tapped or untapped.
|
|
|
|
217.6. Stack
|
|
|
|
217.6a When a spell or ability is played, it goes on top of the stack and
|
|
waits to resolve. The stack keeps track of the order that spells and/or
|
|
abilities were added to it. See rule 408, "Timing of Spells and Abilities."
|
|
|
|
217.6b A spell card is played face up in the stack zone, and other spells
|
|
played in response are "stacked" on top of it. Abilities in the stack are
|
|
represented by imaginary cards called pseudospells. A pseudospell has the
|
|
color of the permanent that created it, as well as the text of the ability,
|
|
and is controlled by the player who played the ability.
|
|
|
|
217.6c When both players decline to add a spell or ability to the stack, the
|
|
top (last-played) spell or ability resolves.
|
|
|
|
217.7. Removed from the Game
|
|
|
|
217.7a A spell or ability can remove a card from the game. Some spells or
|
|
abilities may provide a way for the card to return to play and use the term
|
|
"set aside." Cards that are set aside this way are still removed from the
|
|
game, even if temporarily.
|
|
|
|
217.7b Cards in the removed-from-the-game zone are kept face up and may be
|
|
examined by either player at any time. Cards "removed from the game face
|
|
down" can't be examined by either player except when instructions allow it.
|
|
|
|
217.7c Cards that might return to play should be kept in separate piles to
|
|
keep track of their respective ways of returning. Cards with no way of
|
|
returning may be kept in one pile for each player, regardless of what
|
|
removed them.
|
|
|
|
217.8. Whenever a card moves from one zone to another, it is treated as a new
|
|
copy of that card (effects connected to its previous existence expire) with
|
|
the exception that effects editing a spell in the stack will continue to apply
|
|
to the permanent that spell becomes.
|
|
|
|
|
|
------------------------------------------------------------------------------
|
|
3. Turn Structure
|
|
------------------------------------------------------------------------------
|
|
|
|
300. General
|
|
------------
|
|
|
|
300.1. A turn consists of five phases, in this order: beginning, first main,
|
|
combat, second main, and end. Each of these phases takes place every turn,
|
|
even if nothing happens during the phase. The beginning, combat, and end
|
|
phases are further broken down into steps, which are followed in order.
|
|
|
|
300.2. A phase or step ends when the stack is empty and both players pass in
|
|
succession. No game events can occur between turns, phases, or steps.
|
|
|
|
300.3. When a phase or step ends, any effects scheduled to last "until the
|
|
end of" that phase or step or "until" the next phase or step expire.
|
|
|
|
300.4. When a phase ends (but not a step), any unused mana left in a player's
|
|
mana pool is lost. That player loses 1 life for each one mana lost this way.
|
|
This is called mana burn. (See rule 406.1, "Mana Abilities.")
|
|
|
|
300.5. When a phase or step begins, any triggered abilities "at the beginning
|
|
of" that phase or step are added to the stack.
|
|
|
|
|
|
301. Beginning Phase
|
|
--------------------
|
|
|
|
301.1. The beginning phase consists of three steps, in this order: untap,
|
|
upkeep, and draw.
|
|
|
|
|
|
302. Untap Step
|
|
---------------
|
|
|
|
302.1. First, the active player determines which permanents he or she controls
|
|
will untap. (Normally they all do, but effects may modify this.) Then he or
|
|
she untaps them all simultaneously.
|
|
|
|
302.2. No player receives priority during the untap step, so no spells or
|
|
abilities can be played or resolved. Any ability that triggers during this
|
|
step will be held until a player receives priority during the upkeep step.
|
|
(See rule 303, "Upkeep Step.")
|
|
|
|
|
|
303. Upkeep Step
|
|
----------------
|
|
|
|
303.1. At the beginning of the upkeep step, any abilities that triggered
|
|
during the untap step, as well as abilities that trigger at the beginning of
|
|
upkeep, go on the stack. Upkeep-triggered abilities use the phrase "At the
|
|
beginning of your upkeep" or similar wording. (See rule 404, "Triggered
|
|
Abilities.") Then the active player receives priority to play spells and
|
|
abilities.
|
|
|
|
|
|
304. Draw Step
|
|
--------------
|
|
|
|
304.1. At the beginning of the draw step, the active player draws one card
|
|
from his or her library. This is played as a triggered ability, just as if a
|
|
card read "At the beginning of your draw step, draw a card." Then the active
|
|
player receives priority to play spells and abilities.
|
|
|
|
|
|
305. Main Phase
|
|
---------------
|
|
|
|
305.1. There are two main phases in a turn. The first main phase and second
|
|
main phase are separated by the combat phase (see rule 306, "Combat Phase")
|
|
and are collectively known as the "main phase."
|
|
|
|
305.2. The main phase has no steps.
|
|
|
|
305.3.After triggered abilities (if any) are added to the stack, the active
|
|
player receives priority to play spells and abilities. This is the only phase
|
|
in which a player can play artifact, creature, enchantment, and sorcery
|
|
spells.
|
|
|
|
305.4. During either main phase, the active player may play one land from his
|
|
or her hand if the stack is empty, the player has priority, and he or she
|
|
hasn't yet taken this special action this turn.
|
|
|
|
|
|
306. Combat Phase
|
|
-----------------
|
|
|
|
306.1. The combat phase has five steps: beginning of combat, declare
|
|
attackers, declare blockers, combat damage, and end of combat.
|
|
|
|
306.2. A creature is removed from combat if it stops being a creature or its
|
|
controller changes. Once it's declared as an attacker or blocker, tapping or
|
|
untapping a creature doesn't remove it from combat or prevent it from dealing
|
|
combat damage. Neither does playing a spell or ability that, if played
|
|
earlier, would have prevented it from attacking or blocking.
|
|
|
|
|
|
307. Beginning of Combat Step
|
|
-----------------------------
|
|
|
|
307.1. After triggered abilities (if any) are added to the stack, the active
|
|
player receives priority to play spells and abilities when the step begins.
|
|
|
|
|
|
308. Declare Attackers Step
|
|
---------------------------
|
|
|
|
308.1. The active player declares which, if any, creatures he or she controls
|
|
are attacking. Tapped creatures (even those that can attack without tapping),
|
|
Walls, creatures that the active player didn't control continuously since the
|
|
beginning of the turn, and noncreature permanents can't be declared as
|
|
attackers. This declaration is simultaneous, not sequential, and doesn't go on
|
|
the stack. Any triggered ability generated during this action waits until a
|
|
player receives priority.
|
|
|
|
308.2. The active player determines whether the attack is legal. (See
|
|
section 5, "Additional Combat Rules.") If it is, he or she pays all required
|
|
costs. Tapping is a cost to attack for all creatures unless otherwise
|
|
specified; other costs and/or restrictions may also apply. (See rule 409.9.)
|
|
The active player may play mana abilities at this time only if an attack cost
|
|
includes a mana payment.
|
|
|
|
308.3. If the proposed attack isn't legal or the active player can't pay all
|
|
required costs, all actions described in rules 308.1 and 308.2 are canceled.
|
|
Then the active player redeclares attacking creatures. (See rule 422,
|
|
"Handling Illegal Actions.")
|
|
|
|
308.4. If no creatures are declared as attackers, the game proceeds directly
|
|
to the end of combat step, skipping the remainder of the declare attackers
|
|
step and the intervening steps.
|
|
|
|
308.5. A creature becomes an attacking creature when declared as part of an
|
|
attack. It remains an attacking creature until itÕs removed from combat or the
|
|
combat phase ends.
|
|
|
|
308.6. After a legal attack has been declared and all required costs paid, the
|
|
active player receives priority to play spells and abilities.
|
|
|
|
|
|
309. Declare Blockers Step
|
|
--------------------------
|
|
|
|
309.1. The defending player declares which, if any, creatures he or she
|
|
controls are blocking and which attacking creature each one blocks. Tapped
|
|
creatures and noncreature permanents can't be declared as blockers. Each
|
|
creature may block only one attacking creature, though any number of creatures
|
|
may block the same attacking creature. (Note that blocking doesn't cause a
|
|
creature to tap.) This declaration is simultaneous, not sequential, and
|
|
doesn't go on the stack. Any triggered ability generated during this action
|
|
waits until a player receives priority.
|
|
|
|
309.2. The defending player determines whether the block is legal. (See
|
|
section 5, "Additional Combat Rules.") If it is, he or she pays all required
|
|
costs. A player may play mana abilities at this time only if a blocking cost
|
|
includes a mana payment.
|
|
|
|
309.2a. If the proposed block isn't legal or the defending player can't pay
|
|
all required costs, all actions described in rules 309.1 and 309.2 are
|
|
canceled. Then the defending player redeclares blocking creatures. (See
|
|
rule 422, "Handling Illegal Actions.")
|
|
|
|
309.3. A creature becomes a blocking creature when declared as a blocker. An
|
|
attacking creature with one or more creatures declared as blockers against it
|
|
becomes a blocked creature; one with no blockers becomes an unblocked
|
|
creature. The creature's status remains unchanged until the creature is
|
|
removed from combat or the combat phase ends.
|
|
|
|
309.4. Once a creature has been declared as a blocker, playing a spell or
|
|
ability that removes it from combat doesn't "unblock" creatures it was
|
|
blocking.
|
|
|
|
309.5. After all legal blocks have been declared and all required costs paid,
|
|
the active player receives priority to play spells and abilities.
|
|
|
|
|
|
310. Combat Damage Step
|
|
-----------------------
|
|
|
|
310.1. First the active player announces how each attacking creature will deal
|
|
its damage. Then the defending player announces how each blocking creature
|
|
will deal its damage. (See also rule 502.2, "First Strike.") A player may
|
|
divide a creature's combat damage as he or she chooses among the legal
|
|
recipients. Dividing combat damage is subject to the following restrictions:
|
|
|
|
310.1a Each attacking creature and each blocking creature will deal combat
|
|
damage equal to its power.
|
|
|
|
310.1b An unblocked creature will deal all its combat damage to the
|
|
defending player.
|
|
|
|
310.1c A blocked creature will deal combat damage, divided as its controller
|
|
chooses, to the creatures blocking it. If no creatures are currently
|
|
blocking it (if, for example, they were destroyed or removed from combat),
|
|
it will deal no combat damage.
|
|
|
|
310.1d A blocking creature will deal combat damage, divided as its
|
|
controller chooses, to the attacking creatures it's blocking. If it isn't
|
|
currently blocking any creatures (if, for example, they were destroyed or
|
|
removed from combat), it will deal no combat damage.
|
|
|
|
310.2. All announcements of combat damage go on the stack as a single entry.
|
|
Then the active player receives priority to play spells and abilities.
|
|
|
|
310.3. Assigning combat damage isn't a spell or ability, so it can't be
|
|
countered.
|
|
|
|
310.4. When the combat damage resolves, it's dealt as originally assigned.
|
|
This happens even if the creature dealing damage is no longer in play or has
|
|
its power changed or if the creature receiving damage has left combat. (Note
|
|
that the source of the damage is the creature as it currently exists, or as it
|
|
most recently existed if it is no longer in play.) If a creature that was
|
|
supposed to receive damage is no longer in play, the damage assigned to it
|
|
isn't dealt.
|
|
|
|
|
|
311. End of Combat Step
|
|
-----------------------
|
|
|
|
311.1. All "at end of combat" abilities trigger and go on the stack. (See
|
|
rule 404, "Triggered Abilities.") Then the active player receives priority to
|
|
play spells and abilities.
|
|
|
|
|
|
312. End Phase
|
|
--------------
|
|
|
|
312.1. The end phase consists of two steps: end of turn and cleanup.
|
|
|
|
|
|
313. End of Turn Step
|
|
---------------------
|
|
|
|
313.1. All "at end of turn" abilities trigger and go on the stack. (See
|
|
rule 404, "Triggered Abilities.") Then the active player receives priority to
|
|
play spells and abilities.
|
|
|
|
|
|
314. Cleanup Step
|
|
-----------------
|
|
|
|
314.1. The cleanup step proceeds in the following order.
|
|
|
|
314.1a First, if the active player's hand contains more cards than his or her
|
|
maximum hand size (normally seven), he or she discards enough cards to reduce
|
|
the hand to that number. This action doesn't go on the stack.
|
|
|
|
314.1b Then, simultaneously, all damage is removed from permanents and all
|
|
"until end of turn" and "this turn" effects end. This action doesn't go on the
|
|
stack.
|
|
|
|
314.1c Then, only if the conditions for any state-based effects exist or if
|
|
any abilities have triggered, the active player receives priority to play
|
|
spells and abilities. Once the stack is empty, another cleanup step begins.
|
|
Otherwise, no player receives priority and the step ends.
|
|
|
|
|
|
------------------------------------------------------------------------------
|
|
4. Spells, Abilities, and Effects
|
|
------------------------------------------------------------------------------
|
|
|
|
400. General
|
|
------------
|
|
|
|
400.1. The difference between an ability and an effect is that text in a
|
|
card's text box is an ability (except for text setting characteristics), and
|
|
following the instructions of that text generates an effect. Text itself is
|
|
never an effect.
|
|
|
|
|
|
401. Spells
|
|
-----------
|
|
|
|
401.1. A spell is a nonland card played from the hand. As the first step of
|
|
being played, the card becomes a spell and goes on the stack. (See rule 217.6,
|
|
"Stack.") It stops being a spell when it resolves (see rule 413.2) or is
|
|
countered (see rule 414).
|
|
|
|
401.2. Each card type other than land has a corresponding spell type. For
|
|
example, a creature card is a creature spell until it resolves.
|
|
|
|
401.3. As the final part of an instant or sorcery spell's resolution, the card
|
|
is put into its owner's graveyard. As the final part of an artifact, creature,
|
|
or enchantment spell's resolution, the card becomes a permanent and is put
|
|
into the in-play zone. If any spell is countered, the card is put into its
|
|
owner's graveyard as part of the resolution of the countering spell or
|
|
ability. (See rule 413, "Resolving Spells and Abilities.")
|
|
|
|
|
|
402. Abilities
|
|
--------------
|
|
|
|
402.1. An instruction in a card's text is an ability. The result of following
|
|
such an instruction or of following a spell's text is an effect. (See
|
|
rule 416, "Effects.")
|
|
|
|
402.2. Abilities can be beneficial or detrimental--for example,
|
|
"<This creature> can't block" is an ability.
|
|
|
|
402.3. Text on a card stating that the card "is" or "counts as" a particular
|
|
type or color isn't an ability. Such statements apply no matter what zone the
|
|
card is in and aren't removed by effects that cause a permanent to lose its
|
|
abilities.
|
|
|
|
402.4. An additional cost or alternative cost to play a card isn't an ability
|
|
of the card.
|
|
|
|
402.5. An ability isn't a spell and therefore can't be countered by anything
|
|
that counters only spells.
|
|
|
|
402.6. Once activated or triggered, an ability exists independently of its
|
|
source (the card on which it's printed). Destruction or removal of the source
|
|
after that time won't affect the ability. Note that some abilities make a
|
|
source do something (for example, "Prodigal Sorcerer deals 1 damage to target
|
|
creature or player.") rather than the ability do the something directly. In
|
|
these cases anything that cares about characteristics of the source will check
|
|
the source's characteristics at the ability's resolution or the last known
|
|
characteristics if the source is no longer in play.
|
|
|
|
402.7. A card may have several abilities. Aside from certain defined abilities
|
|
that may be strung together on a single line (see rule 502,
|
|
"Keyword Abilities"), each paragraph break in the card's text marks a separate
|
|
ability. A card may also have multiple copies of the same ability. Each copy
|
|
functions independently. This may or may not produce more effects than a
|
|
single copy; refer to the specific ability for more information.
|
|
|
|
402.8. Abilities function only while the permanent with the ability is in play
|
|
unless the ability states otherwise.
|
|
EXAMPLE: Black spells and abilities can target a card with protection from
|
|
black when it's in a library or graveyard.
|
|
|
|
402.9. Some cards have abilities that can be played when the card's not in
|
|
play. These are clearly marked; for example, "Play only when <this card> is in
|
|
your graveyard." They're not abilities of any class of permanent, just card
|
|
abilities--cards not in play aren't permanents.
|
|
|
|
402.10. There are three general types of abilities: activated, triggered, and
|
|
static.
|
|
|
|
|
|
403. Activated Abilities
|
|
------------------------
|
|
|
|
403.1. An activated ability can exist in one of three places: on a permanent;
|
|
on a card outside the in-play zone with the text "Play this ability only
|
|
if <this card> is in <zone>"; or as a delayed ability. An activated ability
|
|
that isn't from a delayed ability is written as "cost: effect." The activation
|
|
cost is everything before the colon (:). An activated ability that's from a
|
|
delayed ability is written as "<Player> may pay <cost> to <effect>." In both
|
|
cases the activation cost must be paid to play the ability.
|
|
|
|
403.2. Only a permanent's controller can play its activated ability unless the
|
|
card specifically says otherwise.
|
|
|
|
403.3. If an activated ability has a restriction on its use (for example,
|
|
"Play this ability only once each turn"), the restriction continues to apply
|
|
to that permanent even if its controller changes.
|
|
|
|
|
|
404. Triggered Abilities
|
|
------------------------
|
|
|
|
404.1. A triggered ability begins with the word "when," "whenever," or "at."
|
|
The phrase containing one of these words is the trigger condition, which
|
|
defines the trigger event.
|
|
|
|
404.2. Triggered abilities aren't played. Instead, they automatically
|
|
"trigger" each time their trigger event occurs. Once an ability has triggered,
|
|
it goes on the stack the next time a player receives priority.
|
|
|
|
|
|
405. Static Abilities
|
|
---------------------
|
|
|
|
405.1. A static ability does something all the time rather than being
|
|
activated or triggered. The ability isn't played--it just "is."
|
|
|
|
|
|
406. Ability Subtypes
|
|
---------------------
|
|
|
|
406.1. Mana Abilities
|
|
|
|
406.1a A mana ability puts mana into a player's mana pool when it resolves.
|
|
It can generate other effects at the same time it produces mana.
|
|
|
|
406.1b Spells that put mana into a player's mana pool aren't mana abilities.
|
|
They're played and resolved exactly like any other spell.
|
|
|
|
406.1c A mana ability exists even if the game state doesn't allow it to
|
|
produce mana.
|
|
EXAMPLE: A card has an ability that reads, "{Tap}: Add {G} to your mana pool
|
|
for each creature you control." This is still a mana ability even if you
|
|
control no creatures.
|
|
|
|
406.1d A mana ability can be activated or triggered. However, the rules for
|
|
playing and resolving mana abilities differ slightly from those for other
|
|
abilities. See rule 411 for details.
|
|
|
|
406.1e The ability resolves immediately, without going on the stack. (See
|
|
rule 408.2, "Actions That Don't Use the Stack.") Abilities that trigger on
|
|
playing mana abilities do go on the stack, however.
|
|
|
|
406.2. Delayed Abilities
|
|
|
|
406.2a An effect may create a delayed ability that can do something at a
|
|
later time. Delayed abilities can be activated or triggered.
|
|
|
|
406.2b If a delayed ability is triggered, the trigger event is irrelevant
|
|
until the ability actually exists. Other events that happen earlier may make
|
|
the trigger event impossible.
|
|
EXAMPLE: Part of an effect reads, "When this card leaves play," but the
|
|
named card leaves play before the spell or ability generating the effect
|
|
resolves. In this case, the delayed ability never triggers. If an effect
|
|
reads, "When this card becomes untapped" and the named card becomes untapped
|
|
before the effect resolves, the ability waits for the next time that card
|
|
untaps.
|
|
|
|
406.2c A delayed ability that refers to a particular permanent still affects
|
|
it even if the permanent changes characteristics.
|
|
EXAMPLE: An ability reading, "At end of turn, destroy that creature" will
|
|
destroy the permanent even if it's no longer a creature during the end of
|
|
turn step.
|
|
|
|
406.2d A delayed ability that refers to a particular permanent will fail if
|
|
the permanent leaves play (even if it returns again before the specified
|
|
time). Similarly, delayed abilities that apply to a card in a particular
|
|
zone will fail if the card leaves that zone.
|
|
EXAMPLE: An ability reading, "At end of turn, remove this creature from the
|
|
game" won't do anything if the creature card leaves play before the end of
|
|
turn step.
|
|
|
|
|
|
407. Adding and Removing Abilities
|
|
----------------------------------
|
|
|
|
407.1. Effects can add or remove abilities of permanents. If two or more
|
|
effects add and remove the same ability, in general the most recent one
|
|
prevails. (See rule 418.5, "Interaction of Continuous Effects.")
|
|
|
|
407.2. A characteristic of a permanent as the result of an effect is different
|
|
from an ability granted by an effect. When a permanent "gains" or "has" an
|
|
ability, it can be removed by another effect. If an effect defines a
|
|
characteristic of the permanent, it's not granting an ability.
|
|
EXAMPLE: An effect reads, "Enchanted creature gains flying." This confers an
|
|
ability that can be removed by effects that remove flying. "Enchanted creature
|
|
is unblockable" simply defines a property of the creature and can't be removed
|
|
by effects that cause permanents to "lose" abilities.
|
|
|
|
407.3. Effects that remove an ability remove all copies of it.
|
|
EXAMPLE: If a creature with flying is enchanted with Flight, it has two copies
|
|
of the flying ability. A single effect that reads "Target creature loses
|
|
flying" will remove both.
|
|
|
|
|
|
408. Timing of Spells and Abilities
|
|
-----------------------------------
|
|
|
|
408.1. Timing, Priority, and the Stack
|
|
|
|
408.1a Spells and abilities can be played only at certain times and follow a
|
|
simple set of rules for doing so.
|
|
|
|
408.1b Spells and activated abilities are played by players (if they choose)
|
|
using a system of priority, while other types of abilities and effects are
|
|
automatically generated by the game rules.
|
|
|
|
408.1c The active player has priority at the beginning of most phases and
|
|
steps. (The exceptions are the untap step and the cleanup step.) The player
|
|
with priority may either play a spell or ability, or pass. If he or she
|
|
plays a spell or ability, the player again receives priority; otherwise, his
|
|
or her opponent receives priority. If both players pass in succession, the
|
|
top spell or ability on the stack resolves and the active player receives
|
|
priority. If the stack is empty when both players pass in succession, the
|
|
phase or step ends.
|
|
|
|
408.1d A player may play a spell or activated ability only when he or she
|
|
has priority. Spells other than instants can be played only during a
|
|
player's main phase, when that player has priority, and only when the stack
|
|
is empty.
|
|
|
|
408.1e When a spell or ability is played, it goes on top of the stack.
|
|
|
|
408.1f Triggered abilities can trigger at any time, including during the
|
|
playing or resolution of a spell or another ability. However, nothing
|
|
actually happens at the time the abilities trigger. Each time a player
|
|
receives priority, all abilities that have triggered but that haven't been
|
|
put on the stack go on the stack before the player with priority may play
|
|
spells or abilities.
|
|
|
|
408.1g Combat damage goes on the stack once it's been assigned. For more
|
|
information, see rule 310, "Combat Damage Step."
|
|
|
|
408.1h Static abilities aren't played--they continuously affect the game.
|
|
Priority doesn't apply to them. (See rule 418, "Continuous Effects" and rule
|
|
419, "Prevention and Replacement Effects."Ó)
|
|
|
|
408.2. Actions That Don't Use the Stack
|
|
|
|
408.2a Effects don't go on the stack. When a spell or ability resolves, its
|
|
instructions are executed immediately.
|
|
|
|
408.2b Static abilities continuously generate effects and don't go on the
|
|
stack.
|
|
|
|
408.2c State-based effects (see rule 420) resolve whenever a player receives
|
|
priority as long as the required game condition is true.
|
|
|
|
408.2d Playing a land is a special action consisting of putting that land
|
|
into play. (See rule 214.9, "Lands.")
|
|
|
|
408.2e Mana abilities of permanents resolve immediately. If an activated or
|
|
triggered ability produces both mana and another effect, both the mana and
|
|
the other effect resolve immediately. (See rule 406.1, "Mana Abilities.")
|
|
|
|
408.2f Card text that isn't an ability, such as "<This card> counts as a
|
|
forest," is simply read and followed as applicable.
|
|
|
|
|
|
409. Playing Spells and Activated Abilities
|
|
-------------------------------------------
|
|
|
|
409.1. Playing a spell or activated ability follows the steps listed below, in
|
|
order. (If partially through the step a player determines that he or she is
|
|
unable to comply with the steps listed below , see rule 422, "Handling Illegal
|
|
Actions.") No announcements or payments can be altered after they've been
|
|
made. Playing a spell or ability that alters costs won't do anything to spells
|
|
and abilities that are already on the stack.
|
|
|
|
409.1a The player announces that he or she is playing the spell or ability.
|
|
It goes on the stack and remains there until it's countered or resolves.
|
|
Spell cards are physically placed on the stack. For abilities, a pseudospell
|
|
with the text and color of the card generating the ability goes on the
|
|
stack.
|
|
|
|
409.1b If the spell or ability is modal (uses the phrase "Choose one -"),
|
|
the player announces which mode he or she is using. A few spells and
|
|
abilities allow the player's opponent to choose the mode. That choice is
|
|
also made at this time. If the spell or ability has a variable mana cost
|
|
(indicated by "{X}"), the player announces the value of X when he or she
|
|
plays the spell.
|
|
|
|
409.1c If the spell or ability specifies any targets, the player announces
|
|
these. It can't be played unless the required number of legal targets are
|
|
chosen. A few spells or abilities allow the player's opponent to choose the
|
|
target. That choice is also made at this time.
|
|
|
|
409.1d If the spell or ability affects several targets, the player announces
|
|
how it will apply to each. The same target can't be chosen multiple times.
|
|
|
|
409.1e If the spell or ability divides an effect (such as damage or
|
|
counters) among a variable number of targets, the player announces the
|
|
division as he or she plays the spell. Assigning 0 damage to a creature
|
|
doesn't target it unless the spell or ability permits multiple targets and
|
|
specifies a number.
|
|
|
|
409.1f The player pays all costs. Partial payments aren't allowed. Usually
|
|
this is just the mana cost (for spells) or activation cost (for abilities).
|
|
Some cards list additional or alternative costs in their text, and some
|
|
effects may increase or reduce the cost to pay. The player announces choices
|
|
for any variable or alternative costs at this time. Costs may include paying
|
|
mana, tapping cards, sacrificing permanents, discarding cards, and so on.
|
|
The total cost is the mana or activation cost, plus all cost increases and
|
|
minus all cost reductions. If the cost includes mana, mana abilities can be
|
|
played at this time (see rule 411).
|
|
|
|
409.2. Activated abilities that read "Play this ability any time you could
|
|
play <spell type>" or "Play this ability only if you could play <spell type>"
|
|
mean follow the timing rules for that spell type, though the ability isn't
|
|
actually of that spell type.
|
|
|
|
409.3 An activation cost for a creature's ability that includes tapping
|
|
({Tap}) can't be played unless the creature was continuously under the
|
|
player's control since the most recent start of his or her turn.
|
|
|
|
|
|
410. Handling Triggered Abilities
|
|
---------------------------------
|
|
|
|
410.1. When a phase or step begins, all abilities that trigger "at the
|
|
beginning of" that phase or step go on the stack. Because they aren't played,
|
|
triggered abilities can trigger even when it isn't otherwise legal to play
|
|
spells and abilities, and effects that prevent abilities from being played
|
|
don't affect them.
|
|
|
|
410.2. Whenever a game event matches the trigger event of an ability, that
|
|
ability "triggers." The ability doesn't do anything when it triggers but
|
|
automatically puts a pseudospell (see rule 217.6b) on the stack as soon as a
|
|
player gets priority. The controller of the ability usually controls the
|
|
pseudospell, regardless of who controls the permanent that generated it,
|
|
unless the card's rules text specifies otherwise. If the ability offers both
|
|
players a choice, it generates one pseudospell per player.
|
|
|
|
410.3. If multiple abilities trigger simultaneously, pseudospells controlled
|
|
by the active player go on the stack first, in any order he or she chooses,
|
|
then those controlled by the opponent in the same way.
|
|
|
|
410.4. When a triggered ability goes on the stack, the controller of the
|
|
pseudospell makes all required choices, following the rules for activated
|
|
abilities (see rule 409). If no legal choice can be made (or if a rule or a
|
|
continuous effect otherwise makes the ability illegal), the pseudospell is
|
|
simply removed from the stack.
|
|
|
|
410.5. A triggered ability that gives a player a choice of actions (denoted
|
|
with the word "may") is treated as modal: "Choose one - Do nothing; or play
|
|
this ability."
|
|
|
|
410.6. An ability triggers only once each time its trigger event occurs.
|
|
However, it can trigger repeatedly if one event contains multiple occurrences.
|
|
EXAMPLE: A permanent has an ability whose trigger condition reads, "Whenever a
|
|
land is put into the graveyard from play, . . ." If someone plays a spell that
|
|
destroys all lands, the ability will trigger once for each land put into the
|
|
graveyard during the spell's resolution.
|
|
|
|
410.7. An ability is triggered only if its trigger event actually occurs. An
|
|
event that's prevented or replaced won't trigger anything.
|
|
EXAMPLE: An ability that triggers on damage being dealt wonÕt trigger if all
|
|
the damage is prevented.
|
|
|
|
410.8. Triggered abilities with a condition [for example, "When(ever)
|
|
<trigger>, if <condition>, <event>"] check for the condition to be true as
|
|
part of the trigger event; if it isn't, the ability doesn't trigger. The
|
|
ability checks the condition again on resolution. If it's not satisfied, the
|
|
ability does nothing. Note that this mirrors the check for legal targets.
|
|
|
|
410.8a Some triggered abilities watch for a game state, such as a player's
|
|
life total or the number of cards in play, rather than an event. These
|
|
abilities trigger as soon as the game state matches their condition (even if
|
|
it's not otherwise legal to play a spell or ability at that time). These are
|
|
called "state triggers." (Don't confuse state triggers with state-based
|
|
effects.)
|
|
|
|
410.8b State-triggered abilities don't trigger again until the initial
|
|
condition has resolved or been countered. Then, if the permanent with the
|
|
ability is still in play and the game state still matches its trigger
|
|
condition, the ability will trigger again.
|
|
EXAMPLE: A permanent's ability reads, "When your hand is empty, draw a
|
|
card." If its controller plays the last card from his or her hand, the
|
|
ability will trigger just once. If its controller plays a spell that reads,
|
|
"Discard your hand, then draw the same number of cards," the ability will
|
|
trigger during the spell's resolution because the player's hand was
|
|
momentarily empty.
|
|
|
|
410.9. Some abilities trigger when creatures block or are blocked in combat.
|
|
(See rules 306-311 and section 5, "Additional Combat Rules.") They may trigger
|
|
once or repeatedly, depending on the wording of the ability.
|
|
|
|
410.9a An ability that reads "Whenever <name> blocks" or "Whenever <name>
|
|
becomes blocked" triggers only once each combat for that creature, even if
|
|
it blocks or is blocked by multiple creatures. An effect that causes the
|
|
creature to become blocked (if the creature wasn't already blocked) will
|
|
also trigger such abilities.
|
|
|
|
410.9b An ability that reads "Whenever <name> blocks a creature" triggers
|
|
once for each attacking creature the named creature blocks.
|
|
|
|
410.9c An ability that reads "Whenever a creature blocks <name>" triggers
|
|
once for each creature that blocks the named creature. It wonÕt trigger if
|
|
the attacking creature becomes blocked by an effect rather than a blocking
|
|
creature.
|
|
|
|
410.10. Trigger events that involve cards or permanents changing zones are
|
|
called "zone-change triggers." Many abilities with zone-change triggers
|
|
attempt to do something to the card after it changes zones. During resolution,
|
|
these abilities look for the card in the zone that it moved to. If the card
|
|
leaves the specified zone before the ability resolves, that part of the
|
|
ability will fail to do anything. (This rule applies even if the card leaves
|
|
the zone and returns again before the ability resolves.) The most common types
|
|
of zone-change triggers are comes-into-play triggers and leaves-play triggers.
|
|
|
|
410.10a Comes-into-play abilities trigger when a permanent enters the
|
|
in-play zone. These are written, "When <this card> comes into play, . . . "
|
|
or "Whenever a <permanent type> comes into play, . . ." Each time an event
|
|
puts one or more permanents into play, all permanents in play (including the
|
|
newcomers) are checked for any comes-into-play triggers that match the
|
|
event.
|
|
|
|
410.10b Continuous effects that modify card characteristics do so as cards
|
|
come into play. They don't wait for the card to enter play and then change
|
|
it.
|
|
EXAMPLE: If an effect reads, "All lands are creatures" and a land card is
|
|
played, it comes into play as a creature and triggers abilities that depend
|
|
on a creature coming into play. Conversely, if an effect reads, "All
|
|
creatures lose all abilities" and someone plays a creature card with a
|
|
comes-into-play triggered ability, it comes into play with no abilities, so
|
|
the printed ability won't trigger.
|
|
|
|
410.10c Leaves-play abilities trigger when the card on which they are
|
|
printed leaves the in-play zone. These are written, "When(ever) <this card>
|
|
leaves play, . . ." or "When(ever) <this card> is put into a graveyard from
|
|
play, . . . ." An ability that attempts to do something to the card that
|
|
left play checks for it only in the first zone that it went to.
|
|
|
|
410.10d Leaves-play triggers have to be treated specially because the
|
|
permanent with the ability is no longer in play after the event. The game
|
|
has to "look back in time" to resolve them. Each time an event removes one
|
|
or more permanents from play, all the permanents that were in play just
|
|
before the event (with continuous effects that existed at that time) are
|
|
checked for any leaves-play triggers that match what just left play.
|
|
|
|
EXAMPLE: Two creatures are in play along with an artifact that has the
|
|
ability "Whenever a creature is put into a graveyard from play, you gain 1
|
|
life." Someone plays a spell that destroys all artifacts, creatures, and
|
|
enchantments. The artifact's ability triggers twice, even though the
|
|
artifact goes to the graveyard at the same time as the creatures.
|
|
|
|
"Leaves play" triggers are zone-change triggers, even if the trigger
|
|
condition doesn't care what zone the permanent is going to. If they attempt
|
|
to do something to the card that left play, they will look for it only in
|
|
the first zone that it went to after leaving play.
|
|
|
|
410.10e Some permanents have text that reads "<This permanent> comes into
|
|
play as <specified characteristic>" or "<This permanent> comes into play
|
|
with <specified number of counters>." Such text isn't a triggered ability.
|
|
It happens as part of the event that puts the permanent into play.
|
|
|
|
|
|
411. Playing Mana Abilities
|
|
---------------------------
|
|
|
|
411.1. To play a mana ability, the player announces that he or she is playing
|
|
it and pays the activation cost. It resolves immediately and doesn't go on the
|
|
stack. (See rule 408.2e.)
|
|
|
|
411.2. A player may play an activated mana ability whenever he or she has
|
|
priority and whenever a rule or effect asks for a mana payment, even in the
|
|
middle of playing or resolving a spell or ability.
|
|
|
|
411.3. Triggered mana abilities trigger when activated mana abilities are
|
|
played and add additional mana to a player's mana pool. These abilities
|
|
resolve immediately after the mana ability that triggered them, without
|
|
waiting for priority. If an activated or triggered ability produces both mana
|
|
and another effect, both the mana and the other effect resolve immediately.
|
|
EXAMPLE: An enchantment reads, "Whenever a player taps a land for mana, that
|
|
land produces one additional mana of the same color." If a player taps lands
|
|
for mana while playing a spell, the additional mana is added to the player's
|
|
mana pool immediately and can be used to pay for the spell.
|
|
|
|
|
|
412. Handling Static Abilities
|
|
------------------------------
|
|
|
|
412.1. A static ability may generate a continuous effect or a prevention or
|
|
replacement effect. These effects last as long as the permanent with the
|
|
static ability remains in play.
|
|
|
|
412.2. Many local enchantments have static abilities that modify their
|
|
enchanted permanent, but those abilities don't target that permanent. If a
|
|
local enchantment is moved to a different permanent, the ability stops
|
|
applying to the original permanent and starts modifying the new one.
|
|
|
|
|
|
413. Resolving Spells and Abilities
|
|
-----------------------------------
|
|
|
|
413.1. Each time both players pass in succession, the top spell or ability on
|
|
the stack resolves, creating one or more effects. (See rule 416, "Effects.")
|
|
|
|
413.2. Resolution may involve several steps but is treated by the game as a
|
|
single indivisible action. These steps are followed in the order listed below.
|
|
|
|
413.2a If the spell or ability specifies targets, it checks whether the
|
|
targets are still legal. A target that's removed from play, or from the zone
|
|
designated by the spell or ability, is illegal. A target may also become
|
|
illegal if its characteristics changed since the spell or ability was played
|
|
or if an effect changed the wording of the spell or ability. If all targets
|
|
are now illegal, the spell or ability is countered. If some but not all
|
|
targets are illegal, the spell will resolve normally, affecting only the
|
|
targets that are still legal. The effect on the remaining legal targets is
|
|
the same as it would have been if all targets had remained legal.
|
|
|
|
413.2b The controller of the spell or ability follows its instructions in
|
|
the order written. However, replacement effects may modify these actions. In
|
|
some cases, later text on the card may modify the meaning of earlier text
|
|
(for example, "Destroy target creature. It can't be regenerated" or "Counter
|
|
target spell. Put it on top of its owner's library instead of into its
|
|
owner's graveyard.") Don't just execute the instructions step by step
|
|
without thinking in these cases--read the whole card and apply the rules of
|
|
English to the text.
|
|
|
|
413.2c If the instructions offer any choices other than mode and target, the
|
|
player announces these while carrying them out. The player can't choose an
|
|
option that's illegal or impossible. If the instructions provide an optional
|
|
action with a consequence for not doing so, the player can't choose that
|
|
action unless he or she can meet all requirements.
|
|
EXAMPLE: A spell's instruction reads, "You may sacrifice a creature. If you
|
|
don't, you lose 4 life." A player who controls no creatures can't choose the
|
|
sacrifice option.
|
|
|
|
413.2d If an instruction requires both players to make choices or take
|
|
actions, the active player makes and announces his or hers first, then his
|
|
or her opponent does (knowing the first player's choices). This is called
|
|
the "active player rule." Then, the actions are processed simultaneously.
|
|
|
|
413.2e If an instruction gives a player the option to pay mana, he or she
|
|
may play mana abilities as part of the action. No other spells or abilities
|
|
can be played during resolution.
|
|
|
|
413.2f If an instruction requires information from the game (such as the
|
|
number of creatures in play), the answer is determined when the player
|
|
carries out that instruction. The instruction uses the current information
|
|
of a specific permanent if that permanent is still in play; otherwise, the
|
|
instruction uses the last known information the permanent had before leaving
|
|
play. If the ability text states that a permanent does something, it's the
|
|
permanent as it exists (or most recently existed) that does it, not the
|
|
ability.
|
|
|
|
413.2g An instruction that refers to characteristics of a permanent checks
|
|
only for the value of the specified characteristics, regardless of any
|
|
related ones the permanent may also have.
|
|
EXAMPLE: An effect that reads, "Destroy all black creatures" destroys a
|
|
white-and-black creature, but "Destroy all nonblack creatures" doesn't.
|
|
|
|
413.2h A spell card is put into play (for a permanent) or is put into the
|
|
graveyard (for instants and sorceries) as the final step of resolution.
|
|
|
|
|
|
414. Countering Spells and Abilities
|
|
------------------------------------
|
|
|
|
414.1. To counter a spell is to move the spell card from the stack to its
|
|
owner's graveyard. Countering an ability removes its pseudospell from the
|
|
stack. Spells and abilities that are countered don't resolve.
|
|
|
|
414.2. The player who played the countered spell or ability doesn't get a
|
|
"refund" of any costs that were paid.
|
|
|
|
|
|
415. Editing a Spell or Ability
|
|
-------------------------------
|
|
|
|
415.1. A few effects can "edit" a spell or ability after it goes on the stack,
|
|
changing its target, rules text, or other characteristics.
|
|
|
|
415.2. The target of a spell or ability can change only to another legal
|
|
target. If the new target is illegal when the change resolves, the original
|
|
target is unchanged.
|
|
|
|
415.2a Modal spells may have different targeting requirements for each mode.
|
|
Target changing can't change the mode.
|
|
|
|
415.2b The word "you" in a card's text isn't a target. A spell that affects
|
|
only its player can't be retargeted.
|
|
|
|
415.3. If an effect edits any characteristics of a spell that becomes a
|
|
permanent, the effect continues to apply to the permanent when the spell
|
|
resolves.
|
|
EXAMPLE: If an effect changes a black creature spell to white, the creature is
|
|
white when it comes into play and remains white for the duration of the effect
|
|
changing it.
|
|
|
|
|
|
416. Effects
|
|
------------
|
|
|
|
416.1. When a spell or ability resolves, it creates one or more effects. There
|
|
are three main types: one-shot effects, continuous effects, and replacement
|
|
and prevention effects. Effects of a fourth category, state-based effects, are
|
|
generated by specific states of the game.
|
|
|
|
416.2. Effects apply only to cards in play unless the instruction's text
|
|
states otherwise or they clearly can't apply to another zone.
|
|
EXAMPLE: An effect that changes all lands to creatures won't alter land cards
|
|
in the players' graveyards.
|
|
|
|
416.3. If an effect attempts to do something impossible, it does only as much
|
|
as possible.
|
|
EXAMPLE: If a player is holding only one card, an effect that reads "Discard
|
|
two cards" causes him or her to discard only that card. If an effect moves
|
|
cards out of the library (as opposed to drawing), it moves as many as
|
|
possible.
|
|
|
|
|
|
417. One-Shot Effects
|
|
---------------------
|
|
|
|
417.1. A one-shot effect does something just once and doesn't have a duration.
|
|
Examples include damage dealing, destruction, and moving cards between zones.
|
|
|
|
417.2. Some one-shot effects instruct a player to do something later in the
|
|
game (usually at a specific time) rather than when they resolve. Their effects
|
|
actually create a new ability that waits to be activated or triggered. (See
|
|
rule 406.2, "Delayed Abilities.")
|
|
|
|
|
|
418. Continuous Effects
|
|
-----------------------
|
|
|
|
418.1. A continuous effect modifies permanents or the rules of the game for a
|
|
fixed or indefinite period. A continuous effect may be generated by the
|
|
resolution of a spell or ability or by a static ability of a permanent.
|
|
|
|
418.2. Continuous effects that modify characteristics of permanents do so as
|
|
the permanents come into play. They don't wait for the permanent to enter play
|
|
and then change it.
|
|
|
|
418.3. Continuous Effects from Spells or Abilities
|
|
|
|
418.3a A continuous effect generated by the resolution of a spell or ability
|
|
lasts as long as stated by the spell or ability creating it (such as "until
|
|
end of turn"). If no duration is stated, it lasts until the end of the game.
|
|
|
|
418.3b The set of permanents subject to continuous effects from a spell or
|
|
ability is chosen either when the spell or ability is played (if it targets
|
|
the permanents) or when it resolves (if it's not targeted). After
|
|
resolution, this set won't change. Note that this differs from continuous
|
|
effects from permanents.
|
|
EXAMPLE: An effect that reads "All white creatures get +1/+1 until end of
|
|
turn" gives the bonus to all permanents that are white creatures when the
|
|
spell or ability resolves--even if they change color later--and doesn't
|
|
affect those that come into play or turn white afterward.
|
|
|
|
418.3c If the spell or ability creating a continuous effect is variable, the
|
|
effect is determined only once, on resolution. A numeric change other than
|
|
simple addition or subtraction (for example, double or half) converts to a
|
|
simple +X or -X at resolution. It isn't recomputed if the initial value
|
|
changes later.
|
|
EXAMPLE: A spell that reads "Target creature gets +X/+X until end of turn,
|
|
where X is the number of cards in your hand" counts the number of cards in
|
|
the controller's hand when the spell resolves and grants that bonus for the
|
|
rest of the turn, even if the hand size changes.
|
|
|
|
418.3d If an effect's duration expires before the spell or ability creating
|
|
it resolves, then the effect does nothing--it doesn't start and immediately
|
|
stop again, and it doesn't last forever.
|
|
|
|
418.4. Continuous Effects from Permanents
|
|
|
|
418.4a A continuous effect generated by a static ability of a permanent
|
|
isn't "locked in"; it applies at any given moment to whatever its text
|
|
indicates.
|
|
|
|
418.4b The effect applies at all times that the permanent generating it is
|
|
in play.
|
|
EXAMPLE: A permanent with the static ability "All white creatures get +1/+1"
|
|
generates an effect that continuously gives +1/+1 to each white creature in
|
|
play. If a creature becomes white, it gets this bonus; a creature that stops
|
|
being white loses it. A creature spell that would normally create a 1/1
|
|
white creature instead creates a 2/2 white creature. The creature doesn't
|
|
come into play as 1/1 and then change to 2/2.
|
|
|
|
418.5. Interaction of Continuous Effects
|
|
|
|
418.5a Sometimes the results of one effect determine whether another effect
|
|
applies or what it does. For example, one effect might read, "All white
|
|
creatures get +1/+1" and another, "Enchanted creature is white."
|
|
|
|
418.5b An effect is said to "depend on" another if applying the other would
|
|
change the text or the existence of the first effect, what it applies to, or
|
|
what it does to any of the things it applies to. Otherwise, the effect is
|
|
considered to be independent of the first effect.
|
|
|
|
418.5c Whenever one effect depends on another, the independent one is
|
|
applied first. If several dependent effects form a loop, or if none depends
|
|
on another, they're applied in the order they came into play. This is called
|
|
"timestamp order."
|
|
|
|
418.5d A continuous effect can override another.
|
|
EXAMPLE: Two enchantments are played on the same creature: "Enchanted
|
|
creature gains flying" and "Enchanted creature loses flying." Neither of
|
|
these depends on the other, since nothing changes what they affect or what
|
|
they're doing to it. Applying them in timestamp order means the one that was
|
|
generated last "wins." It's irrelevant whether an effect is temporary (such
|
|
as "Target creature loses flying until end of turn") or global (such as "All
|
|
creatures lose flying").
|
|
|
|
|
|
419. Replacement and Prevention Effects
|
|
---------------------------------------
|
|
|
|
419.1. Replacement and prevention effects are similar to continuous effects.
|
|
They watch for a type of event and replace it with a different one, modify it
|
|
in some way, or prevent it from happening. These effects act like "shields"
|
|
around whatever they're affecting. Replacement effects use the word "instead,"
|
|
while prevention effects use "prevent."
|
|
|
|
419.2. Replacement and prevention effects apply continuously as events
|
|
happen--they aren't locked in ahead of time.
|
|
|
|
419.3. There are no special restrictions on playing a spell or ability that
|
|
generates a replacement or prevention effect. Such effects last until they're
|
|
used up or their duration has expired.
|
|
|
|
419.4. Replacement or prevention effects must exist before the appropriate
|
|
event occurs--they can't "go back in time" and change something that's already
|
|
happened. Usually spells and abilities that generate these effects are played
|
|
in response to whatever would produce the event and thus resolve before that
|
|
event would occur.
|
|
EXAMPLE: A player can play a regeneration ability in response to a spell that
|
|
would destroy a creature he or she controls.
|
|
|
|
419.5. If an event is prevented or replaced, it never happens. Instead of a
|
|
replaced event, a modified event occurs, which may in turn trigger abilities.
|
|
A prevented event is simply ignoredÑno abilities trigger.
|
|
|
|
419.6. Replacement Effects
|
|
|
|
419.6a A replacement effect doesn't invoke itself repeatedly and gets only
|
|
one opportunity for each event.
|
|
EXAMPLE: A player controls two copies of a permanent with an ability that
|
|
reads, "Instead of dealing their normal damage, creatures you control deal
|
|
double that damage." A creature that normally deals 1 damage will deal 4
|
|
damage--not just 2, and not an infinite amount.
|
|
|
|
419.6b Regeneration is a damage-replacement effect. The key word "instead"
|
|
doesn't appear on the card but is implicit in its definition. "Regenerate
|
|
<permanent>" means "Instead of destroying <permanent>, remove all damage
|
|
from it, tap it, and (if it's in combat) remove it from combat."
|
|
|
|
419.7. Prevention Effects
|
|
|
|
419.7a Prevention effects usually apply to damage that would be dealt.
|
|
|
|
419.7b Some prevention effects refer to a specific amount of damage--for
|
|
example, "Prevent the next 3 damage to target creature or player this turn."
|
|
These work like ablative shields. Each 1 damage that would be dealt to the
|
|
"shielded" creature or player instead reduces the shield by 1. Once the
|
|
shield has been reduced to 0, any remaining damage is dealt normally. Such
|
|
effects count only the amount of damage; the number of events or sources
|
|
dealing it doesn't matter.
|
|
|
|
419.7c Some prevention effects apply to damage from a specified source--for
|
|
example, "The next time a red source of your choice would deal damage to you
|
|
this turn, prevent that damage." The source is chosen when the spell or
|
|
ability resolves. A source can be a card or a token. If the player chooses a
|
|
permanent or a permanent spell, the prevention will apply to the next damage
|
|
from that card, regardless of whether it's from one of that permanent's
|
|
abilities or combat damage dealt by it. It's possible for the source to be
|
|
out of play by the time the spell or ability resolves.
|
|
|
|
419.8. Interaction of Replacement or Prevention Effects
|
|
|
|
419.8a If two or more replacement or prevention effects are attempting to
|
|
modify the same event in contradictory ways, the player who controls the
|
|
affected permanent (or who is being affected) chooses the order to apply
|
|
them.
|
|
EXAMPLE: Two cards are in play. One is an enchantment that reads, "If a card
|
|
would be put into a graveyard, instead remove it from the game" and the
|
|
other, a creature that reads, "If <this card> would be put into a graveyard,
|
|
instead shuffle it into its owner's library." The controller of the creature
|
|
that would be destroyed decides which replacement to apply first; the other
|
|
does nothing.
|
|
|
|
419.8b Two or more replacement effects can interact without contradicting
|
|
one another.
|
|
EXAMPLE: One effect reads, "For each 1 life you would gain, instead draw a
|
|
card" and another, "Instead of drawing a card, return target card from your
|
|
graveyard to your hand." Both effects combine (regardless of the order they
|
|
came into play): Instead of gaining 1 life, the player puts a card from his
|
|
or her graveyard into his or her hand.
|
|
|
|
419.8c If multiple replacement effects create a loop, the affected player or
|
|
the controller of the affected permanent or zone decides where to break the
|
|
loop. (See rule 421, "Handling 'Infinite' Loops.")
|
|
|
|
|
|
420. State-Based Effects
|
|
------------------------
|
|
|
|
420.1. State-based effects are a special category that applies only to those
|
|
conditions listed below. Abilities that watch for a specified game state are
|
|
triggered abilities. (See rule 410.8.)
|
|
|
|
420.2. State-based effects are always active and are not controlled by either
|
|
player.
|
|
|
|
420.3. Whenever a player has priority to play a spell or ability (see
|
|
rule 408, "Timing of Spells and Abilities"), the game checks for any of the
|
|
listed conditions for state-based effects. All applicable effects resolve as a
|
|
single event, then the check is repeated. This check is also made during the
|
|
cleanup step (see rule 314); if any of the listed conditions apply, the active
|
|
player receives priority.
|
|
|
|
420.4. Unlike triggered abilities, state-based effects pay no attention to
|
|
what happens during the resolution of a spell or ability.
|
|
EXAMPLE: A player controls a creature with the ability "This creature has
|
|
power and toughness each equal to the number of cards in your hand" and plays
|
|
a spell whose effect is "Discard your hand, then draw seven cards." The
|
|
creature will temporarily have toughness 0 in the middle of the spell's
|
|
resolution but will be back up to toughness 7 when the spell finishes
|
|
resolving. Thus the creature will survive when state-based effects are
|
|
checked. In contrast, an ability that triggers when there are no cards in the
|
|
hand goes on the stack after the spell resolves, because its trigger event
|
|
happened during resolution.
|
|
|
|
420.5. The state-based effects are as follows:
|
|
|
|
420.5a A player with 0 or less life loses the game.
|
|
|
|
420.5b A creature with toughness 0 is put into its owner's graveyard.
|
|
Regeneration can't replace this event.
|
|
|
|
420.5c A creature with lethal damage is destroyed. Regeneration does replace
|
|
this event.
|
|
|
|
420.5d A local enchantment that enchants an illegal or nonexistent permanent
|
|
is put into its owner's graveyard.
|
|
|
|
420.5e If two or more Legends or Legendary permanents with the same name are
|
|
in play, all except the one with the earliest timestamp are put into in
|
|
their owners' graveyards. This is called the "Legend rule." In the event of
|
|
a tie for earliest timestamp, each Legend with the same name is put into its
|
|
owner's graveyard.
|
|
|
|
420.5f A token in a zone other than the in-play zone ceases to exist.
|
|
|
|
|
|
421. Handling 'Infinite' Loops
|
|
------------------------------
|
|
|
|
421.1. Occasionally the game can get into a state where a set of actions could
|
|
be repeated forever. The "infinity rule" governs how to break such loops.
|
|
|
|
421.2. If the loop contains one or more optional actions and one player
|
|
controls them all, that player chooses a number. The loop is treated as
|
|
repeating that many times or until the other player intervenes, whichever
|
|
comes first.
|
|
|
|
421.3. If the loop contains at least one optional action controlled by each
|
|
player and actions by both players are required to continue the loop, the
|
|
active player chooses a number. The nonactive player then has two choices. He
|
|
or she can choose a lower number, in which case the loop continues that number
|
|
of times plus whatever fraction is necessary for the active player to "have
|
|
the last word." Or he or she can agree to the number the active player chose,
|
|
in which case the loop continues that number of times plus whatever fraction
|
|
is necessary for the nonactive player to "have the last word." (Note that
|
|
either fraction may be zero.)
|
|
EXAMPLE: The active player controls a creature with the ability "{0}: <This
|
|
creature> gains flying." The nonactive player has an ability "{0}: Target
|
|
creature loses flying." The rule ensures that regardless of which player
|
|
initiated the gain/lose flying ability, the nonactive player will always have
|
|
the final choice and therefore be able to determine whether the creature has
|
|
flying. Note that this assume that the active player attempted to give the
|
|
creature flying at least once.
|
|
|
|
421.4. If the loop contains only mandatory actions, the game ends in a draw.
|
|
(See rule 102.6.)
|
|
|
|
421.5. If the loop contains at least one optional action controlled by each
|
|
player and these actions don't depend on one another, the active player
|
|
chooses a number. The nonactive player can either agree to that number or
|
|
choose a higher number. Note that this rule applies even if the actions could
|
|
exist in separate loops rather than in a single loop.
|
|
|
|
|
|
422. Handling Illegal Actions
|
|
-----------------------------
|
|
|
|
422.1. If a player realizes that he or she can't legally take an action after
|
|
starting to do so, the entire action is reversed and any payments already made
|
|
are canceled. No abilities trigger as a result of an undone action. If the
|
|
action was playing a spell, the spell card returns to the player's hand. He or
|
|
she may also reverse any legal mana abilities played while making the illegal
|
|
play.
|
|
|
|
422.2. When reversing illegal spells and abilities, the player who had
|
|
priority retains it and may take another action or pass. Otherwise, the player
|
|
may redo the reversed action in a legal way or take any other action allowed
|
|
by the rules.
|
|
|
|
|
|
------------------------------------------------------------------------------
|
|
5. Additional Combat Rules
|
|
------------------------------------------------------------------------------
|
|
|
|
500. Legal Attacks and Blocks
|
|
-----------------------------
|
|
|
|
500.1. Some abilities and continuous effects restrict declaring attackers or
|
|
blockers in combat. (See rule 308, "Declare Attackers Step," and rule 309,
|
|
"Declare Blockers Step.")
|
|
|
|
500.2. The active player checks each creature declared as an attacker for any
|
|
restriction on attacking when combined with the rest of the proposed attack.
|
|
Likewise, he or she checks each creature not declared as an attacker for any
|
|
attacking requirements that don't conflict with the rest of the proposed
|
|
attack. If either of these is the case, that set of attackers is illegal, and
|
|
the active player must propose another attack. Similar restrictions apply to
|
|
declaring blockers.
|
|
EXAMPLE: A player controls two creatures, each with a restriction that states
|
|
"<This creature> can't attack unless another creature attacks. It's legal to
|
|
declare both as attackers. If one creature "attacks if able" and an effect
|
|
states "Only one creature may attack each turn," it's legal to declare either
|
|
creature as an attacker but illegal to attack with both or neither.
|
|
|
|
|
|
501. Evasion Abilities
|
|
----------------------
|
|
|
|
501.1. Evasion abilities restrict what can block an attacking creature. These
|
|
are static abilities that modify the declare blockers step of combat.
|
|
|
|
501.2. Evasion abilities are cumulative.
|
|
EXAMPLE: A Wall without flying can't block a creature that can be blocked only
|
|
by Walls and by creatures with flying.
|
|
|
|
501.3. Some creatures have abilities that restrict how they can block. As with
|
|
evasion abilities, these modify only the rules for the declare blockers step
|
|
of combat.
|
|
|
|
|
|
502. Keyword Abilities
|
|
----------------------
|
|
|
|
502.1. Most creature abilities describe exactly what they do in the card's
|
|
rules text. Some, though, are very common or would require too much space to
|
|
define on the card. In these cases, the card lists only the name of the
|
|
ability as a "keyword"; sometimes reminder text summarizes the game rule.
|
|
|
|
502.2. First Strike
|
|
|
|
502.2a First strike is a static ability that modifies the rules for the
|
|
combat damage step.
|
|
|
|
502.2b During the combat damage step, if at least one attacking or blocking
|
|
creature has first strike, creatures without first strike don't assign
|
|
combat damage. Instead of proceeding to end of combat, the phase gets a
|
|
second combat damage step to handle the remaining creatures.
|
|
|
|
502.2c Adding or removing first strike after the first combat damage step
|
|
won't prevent a creature from dealing combat damage or allow it to deal
|
|
combat damage twice.
|
|
|
|
502.2d Multiple copies of first strike on the same creature are redundant.
|
|
|
|
502.3. Flanking
|
|
|
|
502.3a Flanking is a triggered ability that modifies the declare blockers
|
|
step.
|
|
|
|
502.3b Whenever a creature with flanking is blocked by a creature without
|
|
flanking, the blocking creature gets -1/-1 until end of turn.
|
|
|
|
502.3c If a creature has multiple copies of flanking, each triggers
|
|
separately.
|
|
|
|
502.4. Flying
|
|
|
|
502.4a Flying is an evasion ability.
|
|
|
|
502.4b A creature with flying can't be blocked by creatures without flying.
|
|
A creature with flying can block a creature with or without flying.
|
|
|
|
502.4c Multiple copies of flying on the same creature are redundant.
|
|
|
|
502.5. Haste
|
|
|
|
502.5a Haste is a static ability.
|
|
|
|
502.5b A creature with haste can attack or use activated abilities whose
|
|
cost includes tapping the creature even if it hasn't been controlled by the
|
|
player continuously since the most recent beginning of that controller's
|
|
turn.
|
|
|
|
502.5c Multiple copies of haste on the same creature are redundant.
|
|
|
|
502.6. Landwalk
|
|
|
|
502.6a Landwalk is a generic term; a card's rules text usually names a
|
|
specific type of land (such as in "islandwalk" or "swampwalk").
|
|
|
|
502.6b Landwalk is an evasion ability. A creature with landwalk is
|
|
unblockable as long as the defending player controls at least one land of
|
|
the specified type.
|
|
|
|
502.6c Landwalk abilities don't "cancel" one another.
|
|
EXAMPLE: Controlling a creature with forestwalk doesn't let a defending
|
|
player block a creature with forestwalk if he or she controls a forest.
|
|
|
|
502.6d Multiple copies of the same type of landwalk on the same creature are
|
|
redundant.
|
|
|
|
502.7. Protection
|
|
|
|
502.7a Protection is a static ability, written "Protection from <quality>."
|
|
This quality is usually a color (as in "protection from black") but can be
|
|
any characteristic, such as a permanent type.
|
|
|
|
502.7b A permanent with protection can't be targeted by spells or abilities
|
|
and can't be enchanted by enchantments that have the stated quality. In
|
|
addition, any damage that would be dealt to it from sources having that
|
|
quality is prevented. If it attacks, it can't be blocked by creatures having
|
|
that quality.
|
|
|
|
502.7c Multiple copies of protection from the same quality on the same
|
|
permanent are redundant.
|
|
|
|
502.8. Shadow
|
|
|
|
502.8a Shadow is an evasion ability.
|
|
|
|
502.8b A creature with shadow can't be blocked by creatures without shadow,
|
|
and a creature without shadow can't be blocked by creatures with shadow.
|
|
|
|
502.8c Multiple copies of shadow on the same creature are redundant.
|
|
|
|
502.9. Trample
|
|
|
|
502.9a Trample is a static ability that modifies the rules for assigning an
|
|
attacking creature's combat damage. A creature with trample has no special
|
|
abilities when blocking or dealing noncombat damage.
|
|
|
|
502.9b The controller of an attacking creature with trample first assigns
|
|
damage to the creature(s) blocking it. If all those blocking creatures
|
|
receive lethal damage, any remaining damage is assigned as its controller
|
|
chooses among the blocking creatures and the defending player. The
|
|
controller need not assign lethal damage to all blocking creatures but can't
|
|
assign any damage to the defending player in this case.
|
|
|
|
502.9c If all the creatures blocking an attacking creature with trample are
|
|
removed from combat before the combat damage step, all its damage is
|
|
assigned to the defending player.
|
|
|
|
502.9d An attacking creature with trample ignores any blocking creatures
|
|
that can't have damage assigned to them.
|
|
|
|
502.9e Assigning damage from a creature with trample considers only the
|
|
actual toughness of a blocking creature, not any abilities or effects that
|
|
might change the final amount of damage dealt.
|
|
|
|
502.9f When there are several attacking creatures, it's legal to assign
|
|
damage from those without trample so as to maximize the damage of those
|
|
with trample.
|
|
EXAMPLE: A 2/2 creature with an ability that enables it to block multiple
|
|
attackers blocks two attackers, one 1/1 with no special abilities and the
|
|
other 3/3 with trample. The active player could assign 1 damage from the
|
|
first attacker and 1 damage from the second to the blocking creature and 2
|
|
damage to the defending player from the creature with trample.
|
|
|
|
502.9g Multiple copies of trample on the same creature are redundant.
|
|
|
|
|
|
------------------------------------------------------------------------------
|
|
Glossary
|
|
------------------------------------------------------------------------------
|
|
|
|
Ability
|
|
"Ability" and "effect" are often confused with one another. An instruction
|
|
in a permanent's text is an ability. The result of following such an
|
|
instruction, or of a spell, is an effect.
|
|
|
|
A permanent may have one or more abilities or no abilities at all. For more
|
|
information, see section 4, "Spells, Abilities, and Effects."
|
|
|
|
Activated Ability
|
|
An activated ability is written as "activation cost: effect." By paying the
|
|
activation cost, a player may play such abilities whenever he or she has
|
|
priority. See rule 403, "Activated Abilities."
|
|
|
|
Activation Cost
|
|
The activation cost of an activated ability is everything before the colon
|
|
in "activation cost: effect" and must be paid to play the ability. For
|
|
example, the activation cost of an ability that reads "{2}, {Tap}: Gain 1
|
|
life" is two mana of any color plus tapping the permanent. See rule 403,
|
|
"Activated Abilities."
|
|
|
|
Active Player
|
|
The active player is the player whose turn it is. The active player gets
|
|
priority at the start of each phase or step and after any spell or ability
|
|
(except mana abilities) resolves.
|
|
|
|
Whenever both players are instructed to make choices at the same time, the
|
|
active player makes all his or her choices first, then the nonactive player.
|
|
|
|
Additional Cost
|
|
Some spells or abilities have additional costs listed in their text, which
|
|
are paid at the same time as the player pays the mana cost. See rule 409,
|
|
"Playing Spells and Activated Abilities."
|
|
|
|
Alternative Cost
|
|
The rules text of some spells reads, "You may <action> to play <name>
|
|
instead of paying its mana cost." These are alternative costs. Other spells
|
|
and abilities that refer to a spell's mana cost don't consider any
|
|
alternative cost. If an effect requires paying additional costs to play a
|
|
spell, they still apply to the alternative cost.
|
|
|
|
Ante (Obsolete)
|
|
The Magic game once included an optional ante rule. When using this rule, at
|
|
the beginning of the game each player puts one random card from his or her
|
|
deck into the ante zone. At the end of the game, the winner becomes the
|
|
owner of all cards in the ante.
|
|
|
|
Artifact
|
|
An artifact is both a card and a permanent type. Artifact spells can be
|
|
played only during the active player's main phase when the stack is empty.
|
|
|
|
Artifact Creature
|
|
This permanent is a combination of artifact and creature, subject to the
|
|
rules for both. See rule 214, "Permanent Type."
|
|
|
|
Attack
|
|
A creature attacks when it is declared as an attacker during the combat
|
|
phase. See rule 308, "Declare Attackers Step."
|
|
|
|
Attacking Creature
|
|
A creature becomes an attacking creature when declared as an attacker during
|
|
the combat phase. It remains an attacking creature until it's removed from
|
|
combat, it stops being a creature, its controller changes, or the combat
|
|
phase ends. Attacking creatures don't exist outside of the combat phase.
|
|
See rule 308, "Declare Attackers Step."
|
|
|
|
Banding, Bands with Other (Obsolete)
|
|
Banding is a static ability that affects the combat phase.
|
|
"Bands with other" is a specialized version of the ability.
|
|
|
|
Basic Land
|
|
There are five basic lands: plains, island, swamp, mountain, and forest.
|
|
Every basic land has an intrinsic mana ability. See rule 214.9, "Lands."
|
|
|
|
Becomes
|
|
Some trigger events use the word "becomes"; for example, "becomes tapped" or
|
|
"becomes blocked." These trigger only at the time the named event
|
|
happens--they don't trigger if that state already exists or retrigger if it
|
|
persists. For example, "becomes tapped" triggers once, and only when a
|
|
permanent's status changes from untapped to tapped.
|
|
|
|
Beginning of Turn
|
|
An ability that triggers on "beginning of turn" goes on the stack the first
|
|
time a player has priority--normally, the beginning of the upkeep step. See
|
|
rule 410, "Handling Triggered Abilities."
|
|
|
|
Beginning Phase
|
|
The beginning phase is the first phase of the turn. It has three steps:
|
|
untap, upkeep, and draw. See rule 301, "Beginning Phase."
|
|
|
|
Block
|
|
A creature blocks when it's declared as a blocker during the combat phase.
|
|
See rule 309, "Declare Blockers Step."
|
|
|
|
Blocked Creature
|
|
An attacking creature becomes a blocked creature when another creature
|
|
blocks it or an effect causes it to become blocked during the combat phase.
|
|
It remains a blocked creature until it's removed from combat, it stops being
|
|
a creature, its controller changes, or the combat phase ends. A blocked
|
|
creature doesn't become unblocked if the blocking creature is later removed
|
|
from combat. Blocked creatures don't exist outside of the combat phase. See
|
|
rule 309, "Declare Blockers Step."
|
|
|
|
Blocking Creature
|
|
A creature becomes a blocking creature when it blocks an attacking creature
|
|
during the combat phase. It remains a blocking creature until it's removed
|
|
from combat, it stops being a creature, its controller changes, or the
|
|
combat phase ends. Blocking creatures don't exist outside of the combat
|
|
phase. See rule 309, "Declare Blockers Step."
|
|
|
|
Bury (Obsolete)
|
|
This is the act of putting a permanent into its owner's graveyard.
|
|
Regeneration can't replace a "bury" effect.
|
|
|
|
Buyback
|
|
Buyback is a replacement ability. When playing an instant or sorcery spell
|
|
with buyback, the controller of the spell may pay an additional cost
|
|
specified on the card. If he or she does, when the spell resolves, the card
|
|
is put into its owner's hand instead of into its owner's graveyard.
|
|
|
|
Cantrip (Informal)
|
|
This is a nickname for any spell that has "Draw a card" as part of its
|
|
effect.
|
|
|
|
Card
|
|
This is specifically a Magic card, and is always considered a card
|
|
regardless of which zone it's in. Tokens aren't cards. See section 2,
|
|
"Cards."
|
|
|
|
Cast (Obsolete)
|
|
This is a synonym for playing a spell.
|
|
|
|
Caster (Obsolete)
|
|
The caster of a spell is the player who played it.
|
|
|
|
Casting Cost (Obsolete)
|
|
This is the old term for mana cost.
|
|
|
|
Characteristics
|
|
A card's characteristics are: name, mana cost, color, type and subtype,
|
|
expansion symbol, abilities, power, and toughness. A card's characteristics
|
|
at any given time start with the initial values, then are adjusted by any
|
|
counters (on a permanent), then by continuous effects. Characteristics don't
|
|
include other information about a card, such as being tapped or untapped,
|
|
its controller, its target, and so on.
|
|
|
|
Cleanup
|
|
Cleanup is the second and final step of the end phase. Spells and abilities
|
|
may be played during this step only in response to a state-based effect or
|
|
triggered ability. In that case, the step repeats. See rule 314,
|
|
"Cleanup Step."
|
|
|
|
Color
|
|
The only colors in Magic are white, blue, black, red, and green. A permanent
|
|
can be one or more of those colors or it can be colorless. "Colorless" isn't
|
|
a color; neither are "artifact", "land", "brown", etc.
|
|
|
|
A card's initial color is determined by the color(s) of the mana symbols in
|
|
its mana cost.
|
|
|
|
Spells and abilities may change a permanent's color temporarily or
|
|
permanently.
|
|
|
|
Colorless
|
|
A card with no color is colorless. Lands and artifacts are colorless.
|
|
|
|
Combat Damage
|
|
Combat damage is dealt during the combat damage step of the combat phase by
|
|
attacking creatures and blocking creatures. It doesn't include damage dealt
|
|
by spells and abilities during the combat phase. See rule 310,
|
|
"Combat Damage Step."
|
|
|
|
Combat Phase
|
|
Combat is the third phase of the turn. The combat phase has five steps:
|
|
beginning of combat, declare attackers, declare blockers, combat damage, and
|
|
end of combat. See rules 306-311.
|
|
|
|
Comes into Play
|
|
A permanent comes into play when the card or token representing it is moved
|
|
into the in-play zone. A permanent whose type or controller changes doesn't
|
|
"come into play."
|
|
|
|
Permanents come into play untapped and under the control of whoever
|
|
controlled the spell or ability that created them.
|
|
|
|
Effects that alter permanents coming into play do so as they come into play.
|
|
For example, if an effect causes something to come into play tapped, it
|
|
isn't put into play untapped and then tapped.
|
|
|
|
Continuous Ability (Obsolete)
|
|
This is the old term for static ability.
|
|
|
|
Continuous Effect
|
|
Continuous effects are usually active as long as the permanent with the
|
|
associated static ability remains in play. A spell or ability can also
|
|
create a continuous effect that doesn't depend on a permanent; these last
|
|
for the specified time. See rule 418, "Continuous Effects."
|
|
|
|
Control/Controller
|
|
Every permanent, spell, and ability has a controller.
|
|
|
|
When a permanent comes into play, its controller is whoever played the spell
|
|
or ability that created it. Other effects can later change the controller.
|
|
|
|
Cards in zones other than in play or the stack have no controller. A spell
|
|
or ability on the stack is controlled by whoever played it. A triggered
|
|
ability is controlled by the controller of the permanent that generated it.
|
|
|
|
Converted Mana Cost
|
|
The converted mana cost of a card is the total amount of mana in its mana
|
|
cost, regardless of color. For example, Air Elemental has a mana cost of
|
|
{3}{U}{U} and a converted mana cost of 5. See rule 203, "Mana Cost."
|
|
|
|
Cost
|
|
Playing spells and activated abilities requires paying a cost. Most costs
|
|
are in mana, but they also include paying life, tapping or sacrificing
|
|
permanents, or discarding cards.
|
|
|
|
It's illegal to pay a cost without having the necessary resources. For
|
|
example, a player with only 1 life can't pay a cost of 2 life, and a
|
|
permanent that's already tapped can't be tapped to pay a cost. See rule 203,
|
|
"Mana Cost," and rule 403, "Activated Abilities."
|
|
|
|
Counter
|
|
1. To counter a spell or ability is to cancel it, removing it from the stack
|
|
zone. A countered spell is put into its owner's graveyard.
|
|
|
|
2. A counter is a marker placed on a permanent, either modifying its
|
|
characteristics or interacting with an ability. For example, some creatures
|
|
come into play with a number of +1/+1 counters, increasing their power and
|
|
toughness. Counters with the same name or description are interchangeable.
|
|
|
|
Counts As
|
|
If a card's text states that it "counts as" something, then as far as the
|
|
game rules and other cards are concerned the card is that thing. This isn't
|
|
an ability; it applies even when the card's not in play. For example, a card
|
|
that "counts as a forest" can be retrieved with a spell that searches the
|
|
library for a forest card, and once in play it allows forestwalk.
|
|
|
|
Creature
|
|
A creature is both a card and permanent type. The active player can play
|
|
creature spells only during his or her main phase when the stack is empty.
|
|
See rule 214.7, "Creatures."
|
|
|
|
Cumulative Upkeep
|
|
Cumulative upkeep is an upkeep-triggered ability.
|
|
"Cumulative upkeep - <cost>" means "At the beginning of your upkeep, put a
|
|
cumulative upkeep counter on this card. You may pay <cost> for each
|
|
cumulative upkeep counter on the card. If you don't, sacrifice it." See
|
|
section 410, "Handling Triggered Abilities."
|
|
|
|
Cycling
|
|
Cycling is an activated ability that affects a spell's resolution.
|
|
"Cycling <cost>" means "Pay <cost>, discard this card: Draw a card. Play
|
|
this ability only when this card is in your hand."
|
|
|
|
Damage
|
|
Many spells and abilities deal damage to creatures and/or players. Creatures
|
|
may also deal combat damage during the combat phase.
|
|
|
|
Damage dealt to a player is subtracted from his or her life total. Damage
|
|
dealt to a creature stays on the creature. A creature with damage greater
|
|
than or equal to its toughness has lethal damage and is destroyed. (See
|
|
rule 420, "State-Based Effects.") During the cleanup step, all damage is
|
|
removed from creatures.
|
|
|
|
Costs and effects that read "lose life" or "pay life" aren't damage and
|
|
can't be prevented by damage-prevention effects.
|
|
|
|
Damage-Prevention Ability
|
|
A damage-prevention ability is a static ability that generates a
|
|
damage-prevention effect.
|
|
|
|
Deck
|
|
The deck is the collection of cards each player starts the game with. When
|
|
the game begins, each player's deck becomes his or her library.
|
|
|
|
Delayed Ability
|
|
A delayed ability is an activated or triggered ability created by effects
|
|
generated when some spells or abilities resolve. See rule 406.2,
|
|
"Delayed Abilities."
|
|
|
|
Destroy
|
|
To destroy a permanent is to move it from the in-play zone to its owner's
|
|
graveyard. Regeneration or other destruction-replacement effects can replace
|
|
this action. See rule 419, "Replacement and Prevention Effects."
|
|
|
|
Discard
|
|
A player discards a card by putting the card from his or her hand into his
|
|
or her graveyard. This may allow a choice (written "choose and discard") or
|
|
not ("discard at random").
|
|
|
|
Draw
|
|
1. A player draws a card by putting the top card of his or her library into
|
|
his or her hand. A spell or ability may move cards from a player's library
|
|
to the hand without "drawing" them; this makes a difference for abilities
|
|
that trigger on drawing cards or that replace card draws.
|
|
|
|
2. A game ends in a draw if both players lose or win simultaneously.
|
|
|
|
Draw Step
|
|
The draw step is the third step of the beginning phase, with a triggered
|
|
ability that requires the active player to draw a card at the beginning of
|
|
the step. A player may play spells and abilities during this step whenever
|
|
he or she has priority. See rule 304, "Draw Step."
|
|
|
|
Duel (Obsolete)
|
|
This is a synonym for a game of Magic. See also Match.
|
|
|
|
During (Obsolete)
|
|
Phase-triggered abilities were sometimes written "During <phase>, . . . ."
|
|
These should be read as "At the beginning of <phase>, . . . ."
|
|
|
|
Echo
|
|
Echo is a upkeep-triggered ability. "Echo" in a permanent's rules text means
|
|
"At the beginning of your upkeep, if this card came under your control since
|
|
the beginning of your last upkeep, you may pay its mana cost. If you don't,
|
|
sacrifice it."
|
|
|
|
Effect
|
|
"Ability" and "effect" are often confused with one another. An instruction
|
|
in a permanent's text is an ability. The result of carrying out such an
|
|
instruction, or that of a spell, is an effect. See rule 416, "Effects."
|
|
|
|
When a spell or ability resolves, it creates an effect. There are three
|
|
basic types: one-shot, continuous, and replacement or prevention effects.
|
|
|
|
Some effects may in turn create delayed abilities to be played later.
|
|
|
|
Enchant World (Obsolete)
|
|
Enchant world is a category of global enchantment found only in out-of-print
|
|
cards. Whenever two or more enchant world cards are in play, the oldest is
|
|
put into its owner's graveyard. This is a state-based effect.
|
|
|
|
Enchantment
|
|
An enchantment is both a card and a permanent type. The active player can
|
|
play enchantment spells only during his or her main phase when the stack is
|
|
empty. See rule 214.8, "Enchantments." See also Global Enchantment,
|
|
Local Enchantment.
|
|
|
|
End of Turn
|
|
This is the first step of the end phase. See rule 313, "End of Turn Step."
|
|
|
|
End Phase
|
|
The end phase is the fifth and final phase of the turn. It has two steps:
|
|
end of turn and cleanup. See rule 312, "End Phase."
|
|
|
|
Evasion Ability
|
|
Evasion abilities restrict what creatures can block an attacking creature.
|
|
These are static abilities that modify the declare blockers step of the
|
|
combat phase. See rule 501, "Evasion Abilities."
|
|
|
|
Event
|
|
Anything that happens in a game is an event. Multiple events may take place
|
|
during the resolution of a spell or ability.
|
|
|
|
Exchange
|
|
A spell or ability may instruct players to exchange something when it is
|
|
played; for example, life totals or control of two permanents. When such a
|
|
spell or ability resolves, if it can't exchange the chosen things, it has
|
|
no effect. For example, if a spell attempts to exchange control of two
|
|
target creatures but one of them is destroyed before it resolves, the spell
|
|
does nothing.
|
|
|
|
When life totals are exchanged, each player gains or loses the amount of
|
|
life necessary to equal the other player's previous life total. Replacement
|
|
effects may modify these gains and losses, and triggered abilities may
|
|
trigger on them.
|
|
|
|
Expansion Symbol
|
|
The small icon printed below the right edge of the illustration on a Magic
|
|
card is the expansion symbol, indicating in which set the card was
|
|
published. Cards reprinted in the basic set receive its expansion symbol and
|
|
no longer count as part of their original set. This is important only to
|
|
spells and abilities that affect cards from a particular expansion. The
|
|
first five editions of the basic set had no expansion symbol. The expansion
|
|
symbols to date are:
|
|
|
|
Expansion and Editions
|
|
----------------------
|
|
Arabian Nights Scimitar (sword)
|
|
|
|
Antiquities Anvil
|
|
|
|
Legends Top of a greek column
|
|
|
|
The Dark Partially eclipsed moon
|
|
|
|
Fallen Empires Crown
|
|
|
|
Ice Age Snowflake
|
|
|
|
Homelands Planet (a circle with 3 blotches on it)
|
|
|
|
Alliances Flag
|
|
|
|
Mirage Palm tree
|
|
|
|
Visions Stylized letter 'V'
|
|
|
|
Weatherlight Book
|
|
|
|
Tempest Cloud with lightning bolt
|
|
|
|
Stronghold A barred door
|
|
|
|
Exodus Bridge
|
|
|
|
Urza's Saga Two meshed gears
|
|
|
|
Urza's Legacy Long-handled hammer
|
|
|
|
Classic-(Sixth Edition) Roman numeral for 6 'VI'
|
|
|
|
|
|
Starter-Level Sets
|
|
|
|
Portal Circle in 5 sections
|
|
|
|
Portal Second Age Pentagram in 5 sections
|
|
|
|
Portal Three Kingdoms ??
|
|
|
|
Promotional Cards
|
|
|
|
DragonCon Dragon
|
|
|
|
Magic novels Pen
|
|
|
|
Arena league cards Stylized 'M'
|
|
|
|
Reprints
|
|
Cards reprinted in Chronicles, Anthologies, and other reprint sets have
|
|
the same expansion symbol as the original cards. These cards are treated
|
|
as belonging to the original set.
|
|
|
|
Social-Play Sets
|
|
|
|
Unglued Cracked egg
|
|
|
|
|
|
Fast Effect (Obsolete)
|
|
This is an old term for instant spells and activated abilities.
|
|
|
|
First Strike
|
|
First strike is a static ability that modifies the rules for the combat
|
|
phase. Creatures with first strike deal their damage first, then surviving
|
|
creatures without first strike deal their damage. See rule 502.2,
|
|
"First Strike."
|
|
|
|
Fizzle (Obsolete)
|
|
Older versions of Magic rules use the term "fizzle" when spells or abilities
|
|
are countered due to missing or illegal targets on resolution.
|
|
|
|
Flanking
|
|
Flanking is a triggered ability that modifies the declare blockers step of
|
|
the combat phase. The word "flanking" in a creature card's rules text means
|
|
"Whenever this creature becomes blocked by a creature without flanking, the
|
|
blocking creature gets -1/-1 until end of turn." See rule 502.3, "Flanking."
|
|
|
|
Flavor Text
|
|
This is text in italics appearing below the rules text on a card. It
|
|
provides a mood or gives interesting background detail for the game world
|
|
but has no effect on play.
|
|
|
|
Flying
|
|
Flying is an evasion ability. A creature with flying can't be blocked by
|
|
creatures without flying. A creature with flying can block a creature with
|
|
or without flying. See rule 502.4, "Flying."
|
|
|
|
Forestwalk
|
|
See Landwalk.
|
|
|
|
Generic Mana Cost
|
|
A generic mana cost is represented by a number in a gray circle, such as
|
|
{1}. Any color of mana, as well as colorless, may be used to pay a generic
|
|
mana cost.
|
|
|
|
Global Enchantment
|
|
Global enchantments are a category of enchantments. They are labeled
|
|
"Enchantment" and aren't attached to another permanent while they're in
|
|
play.
|
|
|
|
Graveyard
|
|
Each player's discard pile is his or her graveyard. Countered spells,
|
|
destroyed or sacrificed permanents, and discarded cards are put into their
|
|
owner's graveyard. See section 217, "Zones."
|
|
|
|
Hand
|
|
The hand is the zone where a player holds cards. See section 217, "Zones."
|
|
|
|
Haste
|
|
Normally a creature can't attack or use activated abilities whose cost
|
|
includes tapping the creature unless it's been controlled by the player
|
|
continuously since the most recent beginning of that controller's turn.
|
|
Haste is a static ability that allows a creature to ignore this rule. See
|
|
rule 502.5, "Haste."
|
|
|
|
Hidden Information (Obsolete)
|
|
In earlier Magic rules, choices involved in playing spells and abilities
|
|
were made during announcement, except sacrifices and certain categories of
|
|
choices involving "hidden information" defined by complex rules. Under
|
|
Classic rules, all choices except mode and targets called for by a spell or
|
|
ability are made during resolution and are unknown to the opponent until
|
|
then.
|
|
|
|
If
|
|
A triggered ability may read "When(ever)/At . . . , if . . . , <action>."
|
|
The ability checks for the stated condition to be true when the trigger
|
|
event occurs. If it is, the ability triggers and goes on the stack. On
|
|
resolution, the ability rechecks the condition. If the condition isn't true
|
|
at either of those times, the ability does nothing.
|
|
|
|
In Play
|
|
In play is the zone in which permanents exist. When an artifact, creature,
|
|
or enchantment spell resolves, the card is put into the in-play zone as a
|
|
permanent. Tokens and lands also exist in this zone. See rule 217, "Zones."
|
|
|
|
Infinity Rule
|
|
There's no such thing as "infinity" in Magic rules. Occasionally the game
|
|
can get into a state where a set of actions could be repeated forever. The
|
|
"infinity rule" governs how to break such loops. See rule 421,
|
|
"Handling 'Infinite' Loops."
|
|
|
|
Initial Value
|
|
The initial values of a card's characteristics are printed on the card or in
|
|
the rules text of the spell or ability that creates a token.
|
|
|
|
Effects that change a card's type change the initial values for one or more
|
|
of its characteristics, not the current values. They don't override
|
|
continuous effects that are changing those characteristics. See rule 214.5.
|
|
|
|
Instant
|
|
An instant is a card type. A player may play instant spells whenever he or
|
|
she has priority. Instant spells are put into their owner's graveyard as the
|
|
last step of resolution. See rule 409, "Playing Spells and Activated
|
|
Abilities."
|
|
|
|
Interrupt (Obsolete)
|
|
An interrupt is a form of instant that targets a spell or ability.
|
|
|
|
Islandwalk
|
|
See Landwalk.
|
|
|
|
Land
|
|
Land is both a card and permanent type. Lands aren't spells and don't go on
|
|
the stack; they are simply put in play from the hand. The active player may
|
|
play a land once each turn during his or her main phase when he or she has
|
|
priority and the stack is empty. See rule 214.9, "Lands."
|
|
|
|
Landhome (Obsolete)
|
|
"Landhome" is a generic term; a card's rules text names a specific type of
|
|
land, such as "islandhome." A creature with landhome can't be declared as
|
|
an attacking creature during the combat phase unless the defending player
|
|
controls at least one land of the specified type. If its controller controls
|
|
no land of the specified type, the creature is put into its owner's
|
|
graveyard as a triggered ability.
|
|
|
|
Landwalk
|
|
"Landwalk" is a generic term; a card's rules text usually names a specific
|
|
type of land, such as "islandwalk."
|
|
|
|
Landwalk is an evasion ability. A creature with landwalk is unblockable as
|
|
long as the defending player controls at least one land of the specified
|
|
type. See rule 502.6, "Landwalk."
|
|
|
|
Leaves Play
|
|
A permanent leaves play when it moves from the in-play zone to any other
|
|
zone. See rule 410.10c.
|
|
|
|
If a token leaves play, it ceases to exist. This is a state-based effect.
|
|
|
|
If a card leaves play and later returns, it's treated as an entirely new
|
|
permanent with no "memory" of anything from its former existence.
|
|
|
|
Legend/Legend Rule
|
|
A Legend is a special permanent subtype. Whenever two or more Legends with
|
|
the same name are in play, all but the first played are put into their
|
|
owners' graveyards. This "Legend rule" is a state-based effect.
|
|
|
|
Legendary
|
|
The word "Legendary" in a card's text gives it the Legend subtype.
|
|
|
|
Lethal Damage
|
|
Lethal damage is an amount of damage greater than 0 and greater than or
|
|
equal to a creature's toughness. A creature with lethal damage is destroyed.
|
|
This is a state-based effect.
|
|
|
|
Library
|
|
The library is the zone from which a player draws cards. When a game begins,
|
|
each player's deck becomes his or her library. See section 217.2, "Library."
|
|
|
|
Life/Life Total
|
|
Life total is a sort of score. Each player starts the game with 20 life, and
|
|
a player whose life total drops to 0 loses. This is a state-based effect.
|
|
|
|
LIFO
|
|
An acronym for "Last In, First Out," LIFO is the order in which spells and
|
|
abilities resolve after going on the stack. The last played is resolved
|
|
first. See section 413, "Resolving Spells and Abilities."
|
|
|
|
Local Enchantment
|
|
Local enchantments are a category of enchantments. They are labeled
|
|
"Enchant <type>" and are attached to another permanent while in play. See
|
|
rule 214.8, "Enchantments."
|
|
|
|
Main Phase
|
|
The term "main phase" comprises the first main and second main phases, which
|
|
precede and follow the combat phase, respectively. Artifact, creature,
|
|
enchantment, and sorcery spells may be played only by the active player
|
|
during his or her main phase, and only when the stack is empty. A player may
|
|
also play one land each turn during his or her main phase.
|
|
|
|
Mana
|
|
Mana is the energy used to play spells and usually is produced by lands.
|
|
Mana is created by a spell or mana ability and can be used to pay costs
|
|
immediately or can go into the player's mana pool.
|
|
|
|
Colored mana costs, represented by colored mana symbols, can be paid only
|
|
with the appropriate color of mana. Generic mana costs can be paid with any
|
|
color of, or with colorless, mana.
|
|
|
|
Specialized types of mana can exist. For example, an ability might produce
|
|
mana that can be used only to play creature spells, or to pay activation
|
|
costs.
|
|
|
|
Mana Ability
|
|
This is an ability category and is either activated or triggered. A mana
|
|
ability doesn't go on the stack--it resolves immediately.
|
|
|
|
A player may play a mana ability whenever he or she has priority and
|
|
whenever a rule or effect asks for a mana payment. This is the only type of
|
|
ability that can be played in the middle of playing or resolving a spell or
|
|
ability. See rule 406.1, "Mana Abilities."
|
|
|
|
Mana Burn
|
|
When a phase ends, any unused mana remaining in a player's mana pool is
|
|
lost. The player loses 1 life for each one mana lost this way. This is
|
|
called "mana burn."
|
|
|
|
Mana Cost
|
|
The mana cost of a nonland card is indicated by the mana symbols printed on
|
|
its upper right corner. The mana cost of a land card or a token is 0. See
|
|
rule 203, "Mana Cost."
|
|
|
|
Mana Pool
|
|
When a spell or ability creates mana that's not used immediately to pay a
|
|
cost, the mana is stored in the mana pool, an imaginary area. From there, it
|
|
can be used to pay for spells and abilities. The mana pool is cleared at the
|
|
end of each phase. See also Mana Burn.
|
|
|
|
Mana Symbol
|
|
The mana symbols are {W}, {U}, {B}, {R}, {G}, {0}, numerals, and {X}.
|
|
|
|
Each of the colored mana symbols represents one colored mana: {W} white,
|
|
{U} blue, {B} black, {R} red, and {G} green.
|
|
|
|
Numeral symbols (such as {1}) are generic mana costs and represent an amount
|
|
of mana that can be paid with any color of, or colorless, mana.
|
|
|
|
The symbol {X} represents an unspecified amount of mana; when playing a
|
|
spell or activated ability with {X} in its cost, its controller decides the
|
|
value of X.
|
|
|
|
The symbol {0} represents zero mana and is used as a placeholder when a
|
|
spell or activated ability costs nothing to play.
|
|
|
|
Match
|
|
A match is a series of Magic games and is important only for tournament or
|
|
league play. A match usually consists of the best two of three games, or
|
|
sometimes the best three of five. For more information, consult the DCI(TM)
|
|
Standard Floor Rules.
|
|
|
|
Maximum Hand Size
|
|
Each player's maximum hand size is normally seven cards, though effects may
|
|
modify this. At the beginning of the active player's cleanup step, if he or
|
|
she has too many cards in his or her hand, that player chooses and discards
|
|
as many cards as needed to reduce his or her hand to its maximum size (but
|
|
no more than that). See rule 314, "Cleanup Step."
|
|
|
|
Modal/Mode
|
|
A spell is modal if it offers a choice of effects. Its controller must
|
|
choose the mode as part of playing the spell. On current cards, modal spells
|
|
are always written "Choose one - ."
|
|
|
|
Mountainwalk
|
|
See Landwalk.
|
|
|
|
Move
|
|
A spell or ability may instruct a player to "move" a local enchantment or a
|
|
counter from one permanent to another. If the enchantment or counter no
|
|
longer exists or the new permanent is no longer in play when the spell or
|
|
ability resolves, nothing happens. Similarly, an enchantment that can't
|
|
enchant the new permanent stays where it was.
|
|
|
|
A moved enchantment stops enchanting the previous permanent and starts
|
|
enchanting the new one. Nothing else about the enchantment changes. The
|
|
enchantment never left play, so no comes-into-play or leaves-play triggered
|
|
abilities will trigger.
|
|
|
|
Mulligan
|
|
A player can "mulligan" by discarding his or her hand, reshuffling the
|
|
library, and drawing a new hand with one fewer card before taking the first
|
|
turn. Any player dissatisfied with his or her starting hand may mulligan as
|
|
often as he or she wishes, drawing one fewer card each time. See rule 101.5.
|
|
|
|
Multicolored
|
|
A multicolored card has two or more colors. Multicolored cards are printed
|
|
with gold frames to reinforce this.
|
|
|
|
A multicolored permanent is affected by anything that singles out any of its
|
|
colors. For example, a black-and-green creature is destroyed by a spell that
|
|
reads, "Destroy all green creatures." Something that can't affect a
|
|
particular color won't affect a multicolored permanent with that color, so
|
|
the above creature can't be targeted by a spell or ability that reads,
|
|
"Destroy target nonblack creature."
|
|
|
|
Name
|
|
The name of a card is printed on its upper-left corner. See rule 202,
|
|
"Name."
|
|
|
|
Nonbasic Land
|
|
Any land other than a basic land (plains, island, swamp, mountain, forest)
|
|
is nonbasic. A nonbasic land that "counts as" a basic land has that land's
|
|
mana ability and is subject to any spells or abilities that act on that land
|
|
type, but it isn't a basic land.
|
|
|
|
One-Shot Effect
|
|
One-shot effects are effects that do something only once and then end. See
|
|
also Continuous Effects.
|
|
|
|
Opponent
|
|
The word "opponent" in a spell or ability's rules text always refers to the
|
|
opponent of the player playing the spell or ability.
|
|
|
|
In a team game, only members of the opposing team are opponents; teammates
|
|
aren't opponents. In a free-for-all, all other players are a player's
|
|
opponents.
|
|
|
|
Owner
|
|
The owner of a card is the player who started the game with that card in his
|
|
or her deck. (Legal ownership is irrelevant to the game rules.) The owner of
|
|
a token is the controller of the spell or ability that created it.
|
|
|
|
A spell or ability can change a permanent's controller but never its owner.
|
|
|
|
A card is always put into its owner's library, hand, or graveyard,
|
|
regardless of who currently controls the card.
|
|
|
|
Pass
|
|
To pass is to decline to play a spell or ability. When a player passes, his
|
|
or her opponent receives priority. If both players pass in succession, the
|
|
last-played spell or ability on the stack resolves. If the stack is empty,
|
|
the phase or step ends.
|
|
|
|
Pay
|
|
Playing most spells and activated abilities requires paying costs.
|
|
|
|
Paying mana is done by either playing a mana ability or removing the
|
|
indicated amount of mana from the player's mana pool. (Zero-mana costs can
|
|
always be paid.) Paying life subtracts the indicated amount of life from the
|
|
player's life total. A player can't pay more mana or life than he or she
|
|
currently has.
|
|
|
|
To pay any other cost, the player carries out the instructions specified in
|
|
the card's rules text. It's illegal to attempt paying a cost when unable to
|
|
successfully follow the instructions. For example, a player can't pay a cost
|
|
that requires tapping a creature if that creature is already tapped.
|
|
|
|
Each payment applies to only one spell or ability. For example, a player
|
|
can't sacrifice just one creature to play activated abilities of two
|
|
permanents that require sacrificing a creature as a cost.
|
|
|
|
Permanent
|
|
A permanent is any card or token in the in-play zone. See rule 214,
|
|
"Permanent Type."
|
|
|
|
Permanently (Obsolete)
|
|
Some older cards use the word "permanently" to indicate effects with no
|
|
expiration. For example, "Gain control of <name> permanently" grants control
|
|
of it until something else changes the controller. It doesn't make the
|
|
permanent immune to other control effects.
|
|
|
|
Phase
|
|
Each turn is divided into five phases: beginning, first main, combat,
|
|
second main, and end. See section 3, "Turn Structure."
|
|
|
|
Phase Ability (Obsolete)
|
|
This is a term for triggered abilities written "During <phase>, . . . ."
|
|
These should be read as "At the beginning of <phase>, . . . ."
|
|
|
|
Phased Out (Obsolete)
|
|
The "phased out" zone is a special zone for permanents with phasing that are
|
|
temporarily out of play.
|
|
|
|
Phasing (Obsolete)
|
|
Phasing is a static ability that causes a permanent to leave play and later
|
|
return, without losing its "memory."
|
|
|
|
Plainswalk
|
|
See Landwalk.
|
|
|
|
Play
|
|
The act of playing a spell, land, or ability involves announcing the action
|
|
and taking the necessary steps to complete it.
|
|
|
|
Playing a spell or activated ability requires paying any costs and choosing
|
|
any required modes and/or targets. The spell or ability then goes on the
|
|
stack. See section 409, "Playing Spells and Activated Abilities."
|
|
|
|
Playing a land simply requires choosing a land card from the hand and
|
|
putting it into play.
|
|
|
|
Playing a mana ability requires paying any costs, then immediately resolving
|
|
the ability. See rule 411, "Playing Mana Abilities."
|
|
|
|
Triggered abilities and static abilities aren't played--they happen
|
|
automatically.
|
|
|
|
Play/Draw
|
|
At the start of a game, one player gets to choose the order of play. Whoever
|
|
plays first can't draw a card during his or her first draw step. This is
|
|
referred to as the "play/draw" choice. See rule 101, "Starting the Game."
|
|
|
|
Power
|
|
The number before the slash printed on the lower-right corner of a creature
|
|
card is the creature's power. A creature's current power is the initial
|
|
value (the printed number), modified by any counters that adjust power and
|
|
then by any continuous effects.
|
|
|
|
Creatures that attack or block deal combat damage equal to their power. (See
|
|
rule 310, "Combat Damage Step.")
|
|
|
|
A few creature cards have power represented by '*' instead of a number. This
|
|
signifies that the creature has a static ability setting its power according
|
|
to some stated condition. If a spell or ability attempts to read the power
|
|
when the creature card isn't in play, the * is equal to 0.
|
|
|
|
Prevention
|
|
Effects that prevent something from happening replace it with "do nothing."
|
|
(See rule 419, "Replacement and Prevention Effects.") These effects must be
|
|
active before the event they're intended to prevent.
|
|
|
|
Effects that prevent a specific amount of damage act as "shields" and stay
|
|
active until that amount of damage has been prevented or the turn ends. The
|
|
damage doesn't have to be dealt by a single source or all at once.
|
|
|
|
Effects that prevent all damage from a specific source apply to the next
|
|
damage dealt by that source, regardless of the amount. These effects expire
|
|
when the turn ends.
|
|
|
|
Priority
|
|
The player who has the option to play a spell or ability at any given time
|
|
has priority.
|
|
|
|
Each time a spell or ability (other than a mana ability) resolves, and at
|
|
the beginning of most phases or steps, the active player receives priority.
|
|
When a player passes, his or her opponent receives priority. If both players
|
|
pass in succession, the phase or step ends.
|
|
|
|
Protection
|
|
Protection is a static ability. A permanent with protection from <quality>
|
|
can't be targeted by <quality> spells or abilities, or enchanted
|
|
by <quality> enchantments. If it attacks, it can't be blocked by <quality>
|
|
creatures. In addition, all damage dealt to it from <quality> sources is
|
|
reduced to 0. See rule 502.7, "Protection."
|
|
|
|
Pseudospell
|
|
A pseudospell is an activated or triggered ability that goes on the stack
|
|
like a spell.
|
|
|
|
Rampage (Obsolete)
|
|
Rampage is a triggered ability that triggers in the declare blockers step of
|
|
the combat phase. "Rampage <X>" means "When this creature becomes blocked,
|
|
it gets +<X>/+<X> until end of turn for each creature after the first
|
|
blocking it."
|
|
|
|
Redirect (Obsolete)
|
|
To redirect damage is to deal it to a different player or creature than
|
|
originally specified by the spell, ability, or combat damage assignment.
|
|
This doesn't change the source or type of damage. A damage-redirection
|
|
ability creates a replacement effect, which must be active before the damage
|
|
is actually dealt.
|
|
|
|
Regenerate
|
|
Regeneration is a damage-replacement effect. "Regenerate <permanent>" means
|
|
"Instead of destroying <permanent>, remove all damage from it, tap it, and
|
|
(if it's in combat) remove it from combat." Because it's a replacement
|
|
effect, it must be active before the attempted destruction event.
|
|
|
|
Reminder Text
|
|
Reminder text appears after a keyword ability printed on a card and is
|
|
italicized and in parentheses. This text provides a summary of the game rule
|
|
but isn't itself considered rules text.
|
|
|
|
Removed from the Game
|
|
A card removed from the game is out of play and can't be affected by spells
|
|
or abilities. However, the spell or ability that removed it may specify a
|
|
way for it to return. Some cards use the expression "set aside" for
|
|
situations in which a card removed from the game can return to play. See
|
|
rule 217.7, "Removed from the Game."
|
|
|
|
Replacement Ability
|
|
A replacement ability is a static ability that generates a replacement
|
|
effect.
|
|
|
|
Replacement Effect
|
|
A replacement effect is a type of continuous effect that "watches" for a
|
|
specified event and replaces it with a different one. See rule 419,
|
|
"Replacement and Prevention Effects."
|
|
|
|
Resolve
|
|
When the spell or ability on top of the stack resolves, its controller
|
|
executes the instructions printed on the card, in the order written. See
|
|
rule 413, "Resolving Spells and Abilities."
|
|
|
|
Respond/Response (Informal)
|
|
A player can choose to play an instant spell or activated ability when
|
|
something else is already on the stack, rather than waiting for the earlier
|
|
spell or ability to resolve first. The spell or ability is said to be played
|
|
"in response to" the earlier spell or ability.
|
|
|
|
Reveal
|
|
To reveal a card is to show that card to all players. This is a one-shot
|
|
effect; after all players have seen the card, itÕs returned to its former
|
|
state.
|
|
|
|
Saboteur (Informal)
|
|
This is a nickname for any creature with abilities that trigger when it's
|
|
unblocked or that can be played only when it's unblocked.
|
|
|
|
Sacrifice
|
|
To sacrifice a permanent, its controller moves it from the in-play zone
|
|
directly to its owner's graveyard. If an effect instructs a player to
|
|
sacrifice a permanent that he or she doesn't control, nothing happens.
|
|
|
|
Set Aside
|
|
To set aside a card is to remove it from the game; however, there is a
|
|
condition that allows the set-aside card to return to play. See also
|
|
Removed from the Game.
|
|
|
|
Shadow
|
|
Shadow is an evasion ability. Attacking creatures with shadow can't be
|
|
blocked by creatures without shadow, and attacking creatures without shadow
|
|
can't be blocked by creatures with shadow. See rule 502.8, "Shadow."
|
|
|
|
Skip
|
|
To skip a step, phase, or turn is to proceed past it as though it didn't
|
|
exist. Skipping is a prevention or replacement effect. "Skip <something>" is
|
|
the same as "Prevent <something>" or "Instead of doing <something>, do
|
|
nothing."
|
|
|
|
Once a step, phase, or turn has started, it can no longer be skipped--any
|
|
skip effects will wait until the next occurrence.
|
|
|
|
Anything scheduled for a skipped step, phase, or turn won't happen. Anything
|
|
scheduled for the "next" occurrence of something waits for the first
|
|
occurrence that isn't skipped. If two effects each cause a player to skip
|
|
his or her next occurrence, that player must skip the next two.
|
|
|
|
Snow-Covered (Obsolete)
|
|
A land may be snow-covered in addition to its land type. This doesn't change
|
|
its type or whether it's basic or nonbasic. For example, a snow-covered
|
|
forest is still a forest. "Snow-covered" doesn't restrict the type and can't
|
|
be chosen when a spell or ability specifies a land type.
|
|
|
|
Effects that change a land's type don't add or remove snow-covered status.
|
|
|
|
Sorcery
|
|
A sorcery is a card type. Sorcery spells can be played only during their
|
|
controller's main phase when the stack is empty. See rule 408, "Timing of
|
|
Spells and Abilities."
|
|
|
|
Source
|
|
The source of an ability or of damage is the card or token that generated
|
|
it. If an effect requires a player to choose a source, he or she may choose
|
|
either a permanent or a spell on the stack (including one that creates a
|
|
permanent). The effect will apply to the next damage dealt by that spell or
|
|
by that permanent (in combat or by one of its abilities).
|
|
|
|
Spell
|
|
A nonland card becomes a spell when played and remains a spell until it is
|
|
countered or resolves. Nonland cards can also be referred to as "spell
|
|
cards." See rule 213, "Spell Type."
|
|
|
|
Stack
|
|
A spell or ability goes on top of the stack when played. Whenever both
|
|
players pass in succession, the top spell or ability on the stack resolves
|
|
and the active player receives priority again. See rule 217.6, "Stack" and
|
|
rule 408.1, "Timing, Priority, and the Stack."
|
|
|
|
State-Based Effects
|
|
State-based effects continually "watch" the game for a particular state. At
|
|
the start of each step or phase and whenever a player receives priority,
|
|
state-based effects are checked and applied.
|
|
|
|
Static Ability
|
|
Static abilities do something all the time rather than being played at
|
|
specific times. Static abilities create continuous effects, which are active
|
|
as long as the permanent with the ability remains in play. A spell or
|
|
ability can also create a continuous effect that doesn't depend on a
|
|
permanent; these may last a specified length of time or for the rest of the
|
|
game. See rule 412, "Handling Static Abilities."
|
|
|
|
Step
|
|
Some phases of the turn are further subdivided into steps. See section 3,
|
|
"Turn Structure."
|
|
|
|
Successfully Cast (Obsolete)
|
|
Any ability that's written as triggering when a spell becomes "successfully
|
|
cast" should be read as triggering when the spell is played.
|
|
|
|
Summon (Obsolete)
|
|
A summon spell is any creature spell that isn't an artifact spell.
|
|
"Summoning a creature" is playing a nonartifact creature spell.
|
|
|
|
Summoning Sickness (Obsolete)
|
|
This is an old term for a creature's inability to attack or tap to use
|
|
activated abilities when it's just come under a player's control since that
|
|
player's most recent beginning of turn. See also Haste.
|
|
|
|
Swampwalk
|
|
See Landwalk.
|
|
|
|
Tap
|
|
To tap a permanent is to turn the card sideways. The symbol {Tap} in an
|
|
activation cost means "Tap this permanent"--a permanent that's already
|
|
tapped can't be tapped again to pay the cost. Creatures that haven't been
|
|
under a player's control continuously since his or her most recent beginning
|
|
of turn can't use any ability with {Tap} in the cost.
|
|
|
|
Target
|
|
Whenever the word "target" appears in the rules text of a spell or ability,
|
|
the controller of the spell or ability chooses something that matches
|
|
whatever follows that word. This may be as simple as "target land" or more
|
|
complex, such as "target tapped creature one of your opponents controls."
|
|
The choice is made when playing the spell or ability, which "targets"
|
|
whatever was chosen.
|
|
|
|
Text Box
|
|
The text box is printed below the illustration on a Magic card and contains
|
|
rules and flavor text.
|
|
|
|
Token
|
|
A token is an object in play representing a noncard permanent created by a
|
|
spell or ability. Tokens can be tapped and untapped just like cards, though
|
|
an alternative to rotation might be needed to distinguish their status. See
|
|
rule 216, "Tokens."
|
|
|
|
Total Casting Cost (Obsolete)
|
|
This is the old term for converted mana cost.
|
|
|
|
Toughness
|
|
The number after the slash printed on the lower-right corner of a creature
|
|
card is the creature's toughness. A creature's current toughness is the
|
|
initial value (the printed number), modified by any counters that adjust
|
|
toughness and then by any continuous effects.
|
|
|
|
A creature that's been dealt damage greater than or equal to its toughness
|
|
(and greater than 0) has lethal damage and will be destroyed the next time
|
|
any player receives priority. This is a state-based effect.
|
|
|
|
A few creature cards have toughness represented by '*' instead of a number.
|
|
This signifies that the creature has a static ability setting its toughness
|
|
according to some stated condition. If a spell or ability attempts to read
|
|
the toughness when the creature card isn't in play, the is equal to 0.
|
|
|
|
Trample
|
|
Trample is a static ability modifying the combat damage step of the combat
|
|
phase. It lets an attacking creature "trample over" blocking creatures and
|
|
deal part of its combat damage to the defending player. See rule 502.9,
|
|
"Trample."
|
|
|
|
Trigger/Triggered Ability
|
|
Triggered abilities begin with the word "when," "whenever," or "at."
|
|
Whenever the trigger event occurs, the ability goes on top of the stack the
|
|
next time a player receives priority. See rule 404, "Triggered Abilities."
|
|
|
|
Type
|
|
The word "type" by itself is ambiguousÑit may mean the basic type of a card,
|
|
spell, and so on, or a subtype (such as creature or enchantment type). See
|
|
rules 212-215.
|
|
|
|
The card type (and subtype, if applicable) is printed directly below the
|
|
illustration on a card. The spell type for a nonland card is the same as the
|
|
card type, even if the rules text states it can be played "as" some other
|
|
type (that is, following the timing rules for playing that other type). The
|
|
permanent type for a card in play is the same as its card type. Tokens have
|
|
no card or spell type but do have a permanent type.
|
|
|
|
When a spell or ability changes a permanent's type, the new type replaces
|
|
all previous types. If the spell or ability is adding a type, it will say
|
|
so.
|
|
|
|
A creature's type is printed after the word "creature" below the
|
|
illustration on the card, or defined by the spell or ability that created a
|
|
token. A creature may have multiple types. A noncreature card that's changed
|
|
into a creature by a spell or ability has no creature type unless the
|
|
spell/ability gives it one.
|
|
|
|
Categories of cards, such as basic land or local enchantment, aren't types
|
|
and can't be named when a type must be chosen.
|
|
|
|
Unblockable
|
|
If an ability states that an attacking creature is "unblockable," no
|
|
creatures can block it.
|
|
|
|
Unblocked Creature
|
|
An attacking creature becomes an unblocked creature after the declare
|
|
blockers step of the combat phase if no creature blocks it. It remains an
|
|
unblocked creature until a spell or ability causes it to become blocked,
|
|
it's removed from combat, it stops being a creature, its controller changes,
|
|
or the combat phase ends. Unblocked creatures don't exist outside of the
|
|
combat phase or before the declare blockers step. See rule 309,
|
|
"Declare Blockers Step."
|
|
|
|
Untap
|
|
1. To untap a tapped card is to rotate it back to the upright position. See
|
|
also Tap.
|
|
|
|
2. Untap is the first step of the beginning phase of the turn. All
|
|
permanents controlled by the active player normally untap at this time. See
|
|
rule 302, "Untap Step."
|
|
|
|
Upkeep
|
|
Upkeep is the second step of the beginning phase of the turn. Some cards
|
|
have abilities that trigger at the beginning of the upkeep step; such an
|
|
ability is called an "upkeep cost" or an "upkeep effect." An upkeep cost is
|
|
usually written in the form "At the beginning of your upkeep, you may <pay
|
|
cost>. If you don't, sacrifice <this card>." See rule 303, "Upkeep Step."
|
|
|
|
Vanguard Card
|
|
The Vanguard(TM) supplements consist of oversized cards that modify the
|
|
game. A Vanguard card is put into play before the game begins, adjusting a
|
|
player's starting and maximum hand size and starting life total. Any
|
|
abilities printed on a Vanguard card are played exactly like those of an
|
|
in-play Magic card. However, it's not a Magic card, so it can't be affected
|
|
by spells or abilities.
|
|
|
|
Wall
|
|
A Wall is a type of creature that can't be declared as an attacker. In all
|
|
other respects, it's the same as any other creature.
|
|
|
|
X
|
|
If a cost has an '{X}' in it, the value of X must be announced as part of
|
|
playing the spell or ability. While the spell or ability is on the stack,
|
|
{X} in its mana cost equals that amount of generic mana. If a card in any
|
|
other zone has {X} in its mana cost, the amount is treated as {0}. In other
|
|
cases X will be defined by the text of the ability. If X isn't defined, the
|
|
controller of the spell or ability chooses the value of X. All Xs on a card
|
|
have the same value.
|
|
|
|
Yield Priority (Obsolete)
|
|
To yield priority is to pass.
|
|
|
|
You/Your
|
|
The words "you" and "your" on a card always refer to its current controller.
|
|
|
|
Zone
|
|
A zone is any place that Magic cards can be during a game. See rule 217,
|
|
"Zones."
|
|
|
|
|
|
------------------------------------------------------------------------------
|
|
Index
|
|
------------------------------------------------------------------------------
|
|
|
|
Abilities, 402
|
|
activated ability, 403, 406.1d
|
|
delayed ability, 406.2
|
|
evasion ability, 501
|
|
keyword ability, 502
|
|
mana ability, 214.9f, 406.1, 408.2e, 411, 413.2e
|
|
static ability, 405, 408.1h, 408.2b, 418.1, 418.4a
|
|
triggered ability, 404, 408.1f, 408.2e, 410, 420.1
|
|
Active player, 408.1c, 413.2d
|
|
Artifacts, 214.6, 305.3, 401.3
|
|
|
|
Basic set, 206.3
|
|
Beginning phase, 301
|
|
draw step, 304
|
|
untap step, 302
|
|
upkeep step, 303
|
|
|
|
Card, 200.1
|
|
Collector number, 211
|
|
Color, 203.2, 217.6b, 402.3
|
|
colorless, 203.2
|
|
Combat phase, 306
|
|
attacking creature, 308.5, 309.1, 309.3, 410.9b
|
|
beginning of combat, 307
|
|
blocked creature, 309.3, 310.1c
|
|
blocking creature, 309.3, 310.1, 310.1d
|
|
combat damage step, 310, 502.2b
|
|
declare attackers step, 308
|
|
declare blockers step, 309
|
|
end of combat step, 311
|
|
removed from combat, 306.2, 309.4
|
|
unblocked creature, 309.3, 310.1b
|
|
Comes into play, 214.3, 410.10a
|
|
Controller, 214.8i, 403.2, 410.2, 410.4, 413.2b
|
|
Cost, 308.2, 309.2, 409.1f
|
|
activation cost, 403.1, 409.1f-g, 411.1
|
|
additional cost, 203.4, 402.4, 409.1f
|
|
alternative cost, 402.4, 409.1f
|
|
converted mana cost, 203.3
|
|
mana cost, 203, 409.1f, 413.2f
|
|
Countering spells, 401.3, 414
|
|
|
|
Creatures, 208.1, 214.7, 216.1, 401.3
|
|
power, 208, 310.1a
|
|
toughness, 208, 420.5b
|
|
|
|
Damage, 214.4, 314.1b
|
|
Deck, 100.2, 100.4, 217.2a
|
|
Destroy, 217.4a
|
|
Discard, 217.3b, 217.4a, 314.1a
|
|
Draw, 102.2, 102.4, 102.6, 304.1
|
|
Duration, 418.3a
|
|
|
|
Effects, 214.4, 300.3, 314.1b, 402.1, 408.2a, 416
|
|
continuous effect, 214.5, 410.10b, 412.1, 418
|
|
dependent effect, 418.5c
|
|
independent effect, 418.5c
|
|
one-shot effect, 417
|
|
prevention effect, 314.1b, 419, 419.7-8
|
|
replacement effect, 314.1b, 419, 419.6, 419.8
|
|
state-based effect, 314.1c, 408.2c, 420
|
|
Enchantments, 214.8, 305.3, 401.3
|
|
enchanted permanent, 214.8g-i
|
|
global enchantment, 214.8a-b
|
|
local enchantment, 214.8a, 214.8c-i, 412.2, 420.5d
|
|
End phase, 312
|
|
cleanup step, 312.1, 314
|
|
end of turn step, 312.1, 313
|
|
Expansion symbol, 206
|
|
|
|
First strike, 502.2
|
|
Flanking, 502.3
|
|
Flavor text, 207.2
|
|
Flying, 502.4
|
|
|
|
Game state, 410.8a-b
|
|
Haste, 502.5
|
|
Illegal plays, 422
|
|
Illustration, 204
|
|
Infinity, 421
|
|
Initial value, 214.5, 418.3c
|
|
|
|
Lands, 203.1, 213.1, 214.9, 305.4, 408.2d
|
|
basic land, 214.9d-g
|
|
nonbasic land, 214.9g-h
|
|
Landwalk, 502.6
|
|
Leaves play, 214.3, 216.3, 410.10c-d
|
|
Legend, 215
|
|
Legend rule, 215.1, 420.5e
|
|
Lethal damage, 420.5c
|
|
Life, 420.5a
|
|
life total, 101.3, 102.1
|
|
|
|
Main phase, 305, 408.1d
|
|
first main phase, 305.1
|
|
second main phase, 305.1
|
|
Mana pool, 300.4, 406.1a
|
|
Mana symbols, 203.1, 203.2
|
|
Match, 101.2
|
|
Maximum hand size, 217.3b, 314.1a
|
|
Mode, 409.1b, 415.2a
|
|
Name, 202, 216.1
|
|
|
|
Pass, 300.2, 408.1c, 413.1
|
|
Permanent, 214.1-5, 214.9f, 217.5b-c, 402.8
|
|
Phase, 300.1-3, 408.1c, 410.1
|
|
Priority, 302.2, 408.1b-d, 420.3
|
|
Protection, 502.7
|
|
Pseudospell, 217.6b, 409.1a, 410.2
|
|
|
|
Rarity, 206.2
|
|
Regeneration, 419.6b
|
|
Reminder text, 207.2
|
|
Resolve, 217.6c, 401.1, 401.3, 413
|
|
Response, 217.6b, 419.4
|
|
Rules text, 207.1
|
|
|
|
Sacrifice, 217.4a
|
|
Set aside, 217.7a
|
|
Shadow, 502.8
|
|
Shield, 419.1, 419.7b
|
|
Source, 402.6, 419.7c
|
|
Spell, 213.1, 217.5b, 217.6a-b, 401, 408.1e
|
|
Step, 300.1-3, 408.1c, 410.1
|
|
Subtype, 212.2, 214.2, 214.7a
|
|
|
|
Tap, 308.2
|
|
Target, 409.1c-e, 413.2a, 415.2
|
|
Text box, 207
|
|
Token, 200.1, 203.1, 214.2, 214.5, 216, 413.2f
|
|
Trample, 502.9
|
|
Trigger event, 404.1-2, 406.2b, 410.2, 410.6-7
|
|
Type, 205, 212, 213, 214
|
|
|
|
Untap, 217.5d, 302.1
|
|
|
|
Zone, 217, 402.3, 406.2d, 410.10
|
|
graveyard, 217.4
|
|
hand, 101.3, 217.3
|
|
in play, 217.5
|
|
library, 217.2
|
|
stack, 217.6, 310.2, 408.1c, 408.1e-g, 408.2, 409.1a, 413.1
|
|
removed from game, 217.7
|
|
|
|
|
|
------------------------------------------------------------------------------
|
|
Credits
|
|
------------------------------------------------------------------------------
|
|
|
|
Magic: The Gathering Original Game Design: Richard Garfield
|
|
|
|
Comprehensive Rules Design and Development: Beth Moursund and Bill Rose, with
|
|
contributions from William Jockusch, Paul Barclay, Charlie Cantata,
|
|
Stephen D'Angelo, Brady Dommermuth, Skaff Elias, Mike Elliott,
|
|
Richard Garfield, Dan Gray, Robert Gutschera, Collin Jackson, Jeff Jordan,
|
|
Jim Lin, Michael Phoenix, Mark Rosewater, David Sachs, Henry Stern, Tom Wylie,
|
|
and Donald X
|
|
|
|
Editing: Darla A. Kennerud, Brady Dommermuth, and Jennifer Clarke Wilkes
|
|
|
|
Magic Lead Design: Bill Rose
|
|
|
|
Graphic Design: Dave Woods
|
|
|
|
Product Management: Shirley Carlson, Judy Holman, and Tina Trenkler
|
|
|
|
Production: Chris Nitz and Hans Reifenrath, with contributions from the
|
|
Production and Prepress crew
|
|
|
|
Magic: The Gathering was designed by Richard Garfield, with contributions from
|
|
Charlie Cantata, Skaff Elias, Don Felice, Tom Fontaine, Jim Lin, Joel Mick,
|
|
Chris Page, Dave Pettey, Barry "Bit" Reich, Bill Rose, and Elliott Segal. The
|
|
mana symbols were designed by Christopher Rush.
|
|
|
|
Thanks to all our project team members and the many others too numerous to
|
|
mention who have contributed to this product.
|
|
|
|
Special thanks to Peter Adkison for recognizing good ideas while having them himself, and for recognizing good people while being one himself.
|
|
|
|
|
|
------------------------------------------------------------------------------
|
|
Contact Information
|
|
------------------------------------------------------------------------------
|
|
|
|
Questions?
|
|
|
|
U.S., Canada, Asia Pacific, and Latin America
|
|
Wizards of the Coast, Inc.
|
|
attn: Magic Questions
|
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P.O. Box 707
|
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Renton WA 98057-0707
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|
U.S.A.
|
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Tel: 1-800-324-6496
|
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Fax: 1-425-204-5818
|
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Email: [email protected] (for rules questions)
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[email protected] (for all other concerns)
|
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|
|
Wizards of the Coast UK Ltd.
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attn: Magic Questions
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|
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|
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ENGLAND
|
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Tel: 0345-12-55-99 (within UK only)
|
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Tel: +44-1628-780-530 (from the Republic of Ireland and other countries)
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Fax: +44-1628-780-602
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Email: [email protected]
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European Headquarters
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attn: Magic Questions
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|
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|
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Tel: +32-70-233-277
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Tel: +33-1-43-96-35-65
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attn: Magic Questions
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via Giovanni da Udine 34
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ITALIA
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Tel: +39-02-38-09-33-56
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Fax: +39-02-38-09-32-32
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Email: [email protected]
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You can also check out our website!
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www.wizards.com
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------------------------------------------------------------------------------
|
|
Copyrights
|
|
------------------------------------------------------------------------------
|
|
|
|
These rules are current as of April 23, 1999.
|
|
|
|
|
|
(C)1993-1999 Wizards of the Coast, Inc. WIZARDS OF THE COAST,
|
|
Magic: The Gathering, Magic, Arabian Nights, Antiquities, Legends, and
|
|
The Dark are registered trademarks of Wizards of the Coast, Inc. ARENA, DCI,
|
|
Classic, Fallen Empires, Ice Age, Homelands, Alliances, Mirage, Visions,
|
|
Weatherlight, Tempest, Stronghold, Exodus, Urza's Saga, Urza's Legacy, Portal,
|
|
Portal Second Age, Portal Three Kingdoms, Chronicles, Unglued, Vanguard,
|
|
the batwing "M", the mana and tap symbols ({W}, {U}, {B}, {R}, {G}, {Tap}),
|
|
and the pentagon of colors are trademarks of Wizards of the Coast, Inc. U.S.A.
|
|
Patent 5662332. Foreign patent pending.
|
|
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