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Marvel's Spider-man to Avatar: The Last Airbender
anarchy edited this page 2025-11-23 16:31:38 -08:00
Marvel's Spider-Man Avatar: The Last Airbender
205.3m
Creatures and kindreds share their lists of subtypes; these subtypes are called creature types.
No creature types were removed in this update.
205.3m
Creatures and kindreds share their lists of subtypes; these subtypes are called creature types.
The new creature types this update are: Bison, Kangaroo, Lemur, Platypus
405.4
Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that's on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the person who cast it. The controller of an activated ability is the player who activated it. The controller of a triggered ability is the player who controlled the ability's source when it triggered, unless it's a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d-f.
405.4
Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that's on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the player who cast it. The controller of an activated ability is the player who activated it. The controller of a triggered ability is the player who controlled the ability's source when it triggered, unless it's a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d-f.
407.4
To ante an object is to put that object into the ante zone from whichever zone it's currently in. The owner of an object is the only person who can ante that object.
407.4
To ante an object is to put that object into the ante zone from whichever zone it's currently in. The owner of an object is the only player who can ante that object.
500.4
As a step or phase begins, if there are effects that last until that step or phase, those effects expire.
500.4
When a step or phase ends, any unused mana left in a player's mana pool empties. This turn-based action doesn't use the stack.
500.5
As a step or phase ends, if there are effects that last until the end of that step or phase, those effects expire. Then any unspent mana left in a player's mana pool empties. This is a turn-based action that doesn't use the stack (see rule 703.4q).
500.5
When a phase or step ends, any effects scheduled to last “until end of” that phase or step expire. When a phase or step begins, any effects scheduled to last “until” that phase or step expire. Effects that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end of combat step. Effects that last “until end of turn” are subject to special rules; see rule 514.2.
500.5a
Effects that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end of combat step.
500.5b
Effects that last “until end of turn” are subject to special rules; see rule 514.2.
603.1b
A triggered ability may have more than one trigger condition, and an instruction that refers to whether “all” of those conditions have happened during a particular period. This refers to whether or not all of those conditions have occurred during that period, regardless of whether that ability has triggered based on those conditions.
603.2d
An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn't invoke itself repeatedly and doesn't apply to other effects that affect how many times an ability triggers.
603.2d
An ability may state that a triggered ability triggers additional times. In this case, rather than simply determining that such an ability has triggered, determine how many times it should trigger, then that ability triggers that many times. An effect that states that an ability triggers additional times doesn't invoke itself repeatedly and doesn't apply to other effects that affect how many times an ability triggers. An effect that states a triggered ability of an object triggers additional times refers only to triggered abilities that object has, not to any delayed or reflexive triggered abilities (see rule 603.7 and rule 603.12) that may be created by abilities the object has.
603.2e
Some effects refer to a triggered ability of an object. Such effects refer only to triggered abilities the object has, not any delayed triggered abilities (see rule 603.7) that may be created by abilities the object has.
701.44a
Certain abilities instruct a permanent to explore. To do so, that permanent's controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.
701.44a
Certain spells and abilities instruct a permanent to explore. To do so, that permanent's controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.
701.50a
Certain abilities instruct a permanent to connive. To do so, that permanent's controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a +1/+1 counter on the conniving permanent.
701.50a
Certain spells and abilities instruct a permanent to connive. To do so, that permanent's controller draws a card, then discards a card. If a nonland card is discarded this way, that player puts a +1/+1 counter on the conniving permanent.
701.65
Airbend
701.65a
Certain spells and abilities instruct a player to airbend one or more permanents and/or spells. To do so, that player exiles those objects. For each card exiled this way, for as long as it remains exiled, its owner may cast it by paying {2} rather than paying its mana cost.
701.65b
An ability that triggers whenever a player airbends triggers when that player exiles one or more objects as a result of an instruction to airbend.
701.66
Earthbend
701.66a
“Earthbend N” means “Target land you control becomes a 0/0 land creature with haste in addition to its other types. Put N +1/+1 counters on it. When that land dies or is put into exile, return it to the battlefield tapped under your control.”
701.66b
An ability that triggers whenever a player earthbends triggers when the delayed triggered ability described in rule 701.66a is created.
701.67
Waterbend
701.67a
“Waterbend [cost]” means “Pay [cost]. For each generic mana in that cost, you may tap an untapped artifact or creature you control rather than pay that mana.”
701.67b
If a waterbend cost is part of the total cost to cast a spell or activate an ability (usually because the waterbend cost itself is an additional cost), the alternate method to pay for mana described in rule 701.67a may be used only to pay for the amount of generic mana in the waterbend cost, even if the total cost to cast that spell or activate that ability includes other generic mana components.
701.67c
An ability that triggers whenever a player waterbends triggers whenever that player pays a waterbend cost, regardless of how they paid that cost.
702.2c
Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creature's toughness. See rules 510.1c-d.
702.2c
Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if excess damage is being dealt.
702.124a
Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule 903), and they function before the game begins. Each partner ability allows you to designate two legendary cards as your commander rather than one. Each partner ability has its own requirements for those two commanders. The partner abilities are: partner, partner with [name], friends forever, choose a Background, and Doctor's companion.
702.124a
Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule 903), and they function before the game begins. Each partner ability allows you to designate two legendary cards as your commander rather than one. Each partner ability has its own requirements for those two commanders. The partner abilities are: partner, partner—[text], partner with [name], friends forever, choose a Background, and Doctor's companion.
702.124h
“Partner” means “You may designate two legendary creature cards as your commander rather than one if each of them has partner.”
702.124h
“Partner” means “You may designate two legendary cards as your commander rather than one if each of them has partner.”
702.124i
“Partner—[text]” means “You may designate two legendary cards as your commander rather than one if each of them has the same 'partner—[text]' ability.” The “partner—[text]” abilities are “partner—Father & son” and “partner—Survivors.”
702.124i
“Partner with [name]” represents two abilities. It means “You may designate two legendary creature cards as your commander rather than one if each has a 'partner with [name]' ability with the other's name” and “When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.”
702.124j
“Partner with [name]” represents two abilities. It means “You may designate two legendary cards as your commander rather than one if each has a 'partner with [name]' ability with the other's name” and “When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle.”
702.124n
If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect refers to the partner ability or cards with partner and doesn't mention a specific variant of the partner ability by name, it is referring only to partner, partner with [name], or cards with either of those abilities, and does not refer to any other partner variant.
702.124p
If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect refers to the partner ability or cards with partner and doesn't mention a specific variant of the partner ability by name, it is referring only to partner, partner—[text], partner with [name], or cards with any of those abilities, and it does not refer to any other partner variant.
702.189
Firebending
702.189a
Firebending is a triggered ability. “Firebending N” means “Whenever this creature attacks, add N {R}. Until end of combat, you don't lose this mana as steps and phases end.”
702.189b
An ability that triggers whenever a player firebends triggers whenever a firebending ability they control resolves.
703.4q
When each step or phase ends, any unused mana left in a player's mana pool empties. See rule 500.4.
703.4q
As each step or phase ends, any unspent mana left in a player's mana pool empties. See rule 500.5.
724.4
If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch.
724.4
If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order who can become the monarch becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch.
903.4a
Color identity is established before the game begins.
903.4a
Color identity is established before the game begins. If a rule or effect refers to the color identity of an object in the game represented by a card, it uses the color identity established for that card as the game began.
905.2c
Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the person who drafted it to turn it face down, or the card leaves that player's drafted cards pile. While the card is face up, all players may look at it.
905.2c
Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the player who drafted it to turn it face down, or the card leaves that player's drafted cards pile. While the card is face up, all players may look at it.