--- MagicCompRules_070103.txt Wed Jul 02 17:26:32 2003 +++ MagicCompRules100103.txt Thu Oct 02 18:04:39 2003 @@ -2,3 +2,3 @@ -These rules are current as of July 1, 2003. +These rules are current as of October 1, 2003. @@ -99,2 +99,3 @@ 506. Subgames +507. Controlling Another Player's Turn @@ -118,3 +119,3 @@ -100.5. Most Magic tournaments have special rules (not included here) and may limit the use of some cards, including barring all cards from some older sets. See the most current Magic: The Gathering DCI(tm) Floor Rules for more information. They can be found at www.wizards.com/DCI/main.asp?x=UTR_Intro. +100.5. Most Magic tournaments have special rules (not included here) and may limit the use of some cards, including barring all cards from some older sets. See the most current Magic: The Gathering DCI(tm) Floor Rules for more information. They can be found at http://www.wizards.com/default.asp?x=dci/utr/intro. @@ -146,3 +147,3 @@ -102.7. A player may concede a game at any time. A player who concedes loses the game immediately. +102.7. A player may concede a game at any time. A player who concedes leaves the game immediately. He or she loses the game. @@ -159,3 +160,3 @@ 103.4. If both players would take an action at the same time, the active player (the player whose turn it is) makes any choices required, then the nonactive player makes any choices required, then the actions happen simultaneously. This rule is often referred to as the "Active Player, Nonactive Player (APNAP) rule." -Example: A card states "Each player sacrifices a creature." First, the active player chooses a creature he or she controls. Then, the nonactive player chooses a creature he or she controls. Then both creatures are sacrificed simultaneously. +Example: A card states "Each player sacrifices a creature." First, the active player chooses a creature he or she controls. Then the nonactive player chooses a creature he or she controls. Then both creatures are sacrificed simultaneously. @@ -165,3 +166,3 @@ -104.2. If a creature's power or toughness, a mana cost, a player's life total, or an amount of damage would be less than 0, it's treated as zero for all purposes except changing that total. If a number can't be determined, it's treated as zero. +104.2. If a creature's power or toughness, a mana cost, a player's life total, or an amount of damage would be less than 0, it's treated as 0 for all purposes except changing that total. If a number can't be determined, it's treated as zero. Example: If a 3/3 creature gets -5/-0, it's treated as though it had 0 power, so it deals 0 damage in combat. To raise its power back to 1, you'd have to give it +3/+0 (3 minus 5 plus 3 is 1). @@ -214,3 +215,3 @@ -200.8. An object is an ability on the stack, a card, a token, a spell, or a permanent. The term "object" is used in these rules when a rule applies to abilities on the stack, cards, tokens, spells, and permanents. +200.8. An object is an ability on the stack, a card, a token, a spell, or a permanent. The term "object" is used in these rules when a rule applies to abilities on the stack, cards, tokens, spells, and permanents. Combat damage on the stack is also an object, although many uses of the term "object" in these rules don't apply to it. @@ -284,4 +285,4 @@ -205.3b Creature and land subtypes are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Creature subtypes are also called creature types. Land subtypes are also called land types. Creatures and lands may have multiple subtypes. -Example: "Basic Land - Mountain" means the card is a land with the Mountain subtype. "Creature - Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. +205.3b Artifact, creature, and land subtypes are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Artifact subtypes are also called artifact types. Creature subtypes are also called creature types. Land subtypes are also called land types. Artifacts, creatures, and lands may have multiple subtypes. +Example: "Basic Land - Mountain" means the card is a land with the Mountain subtype. "Creature - Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. "Artifact - Equipment" means the card is an artifact with the subtype Equipment. @@ -289,3 +290,5 @@ -205.3d Artifacts, instants, and sorceries don't have subtypes. +205.3d Instants and sorceries don't have subtypes. + +205.3e If an artifact creature card has subtypes printed on its type line, those subtypes are creature types. If an artifact land card has subtypes printed on its type line, those types are land types. @@ -338,5 +341,5 @@ -212.1b. When an object's type changes, the new type(s) replaces any existing type(s). Counters, effects, and damage affecting the object remain with it, even if they are meaningless to the new type. Similarly, when the subtypes of one of an object's types change, the new subtype(s) replace any existing subtype(s) of that type. If an object's type is removed, the subtypes of its old type don't exist in any way under the new type. Those subtypes disappear completely for the entire time the object's type is removed. Removing an object's subtype doesn't affect its types at all. +212.1b. When an object's type changes, the new type(s) replaces any existing types. Counters, effects, and damage affecting the object remain with it, even if they are meaningless to the new type. Similarly, when the subtypes of one of an object's types change, the new subtype(s) replaces any existing subtypes of that type. If an object's type is removed, the subtypes of its old type don't exist in any way under the new type. Those subtypes disappear completely for the entire time the object's type is removed. Removing an object's subtype doesn't affect its types at all. -212.1c Some effects change an object's type or subtype but specify that the object retains a prior type or subtype. In such cases, all the object's prior types and subtypes are retained. (This is a reversal of previous rules.) This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [type]." Some effects state that an object becomes an "artifact creature." These effects also allow the object to retain all of its prior types and subtypes. +212.1c Some effects change an object's type or subtype but specify that the object retains a prior type or subtype. In such cases, all the object's prior types and subtypes are retained. (This is a reversal of previous rules.) This rule applies to effects that use the phrase "in addition to its types" or that state that something is "still a [type]." Some effects state that an object becomes an "artifact creature"; these effects also allow the object to retain all of its prior types and subtypes. Example: An ability reads, "All lands are 1/1 creatures that are still lands." The affected lands now have two types: creature and land. If there were any lands that also had the artifact type before the ability's effect applied to them, those lands would become "artifact land creatures," not just "creatures," or "land creatures." The effect allows them to retain both the artifact type and the land type. @@ -348,3 +351,3 @@ 212.1e If an instruction requires choosing a subtype, you must choose one, and only one, existing subtype, and the subtype you choose must be for the appropriate type. For example, you can't choose a land type if an instruction requires choosing a creature type. (Use the Oracle card reference to determine whether a creature type exists; see rule 200.2.) -Example: When choosing a creature type, "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like "artifact," "opponent," "swamp," or "truck" can't be chosen because they aren't creature types. +Example: When choosing a creature type, "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like "artifact," "opponent," "Swamp," or "truck" can't be chosen because they aren't creature types. @@ -356,3 +359,3 @@ -212.2c Artifacts have no subtypes, although Artifact Creatures may have creature subtypes. +212.2c Artifact subtypes are always a single word and are listed after a long dash: "Artifact - Equipment." Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. @@ -362,2 +365,14 @@ +212.2f Artifact lands combine the characteristics of both the land and artifact types, and are subject to spells and abilities that affect either or both types. Artifact lands can only be played as lands. They can't be played as spells. + +212.2g Some artifacts have the subtype "Equipment." An Equipment can be attached to a creature. It can't legally be attached to an object that isn't a creature. + +212.2h An Equipment is played and comes into play just like any other artifact. An Equipment doesn't come into play attached to a creature. The equip keyword ability moves the Equipment onto a creature you control (see rule 502.33, "Equip"). Control of the creature matters only when the equip ability is played and resolved. + +212.2i An Equipment that's also a creature can't equip a creature. Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent stops equipping that permanent, but remains in play. (This is a state-based effect. See rule 420.) + +212.2j The creature an Equipment is attached to is called the "equipped creature." The Equipment is attached to, or "equips," that creature. + +212.2k An Equipment's controller is separate from the equipped creature's controller; the two need not be the same. Changing control of the creature doesn't change control of the Equipment, and vice versa. Only the Equipment's controller can play its abilities. However, if the Equipment adds an ability to the equipped creature (with "gains" or "has"), the equipped creature's controller is the only one who can play that ability. + 212.3. Creatures @@ -379,3 +394,3 @@ -212.4c A global enchantment simply has "enchantment" as its type. Local enchantments use the word "enchant," followed by a subtype that indicates what it can enchant: enchant artifact, enchant creature, enchant enchantment, enchant land, enchant permanent, and enchant player. +212.4c A global enchantment simply has "enchantment" as its type. Local enchantments use the word "enchant," followed by what it can enchant. Examples of enchantment subtypes include enchant artifact, enchant artifact creature, enchant creature, enchant permanent, enchant player, and enchant Swamp. If a local enchantment's subtype includes more than one word after "enchant," the enchanted permanent must match each of those words. @@ -386,5 +401,5 @@ -212.4f If a local enchantment is enchanting an illegal permanent or player or the permanent or player it was attached to no longer exists, the enchantment is put into its owner's graveyard. (This is a state-based effect. See rule 420.) +212.4f If a local enchantment is enchanting an illegal permanent or player, or the permanent or player it was attached to no longer exists, the enchantment is put into its owner's graveyard. (This is a state-based effect. See rule 420.) -212.4g A local enchantment can't be attached to itself. If this occurs somehow, the local enchantment is put into its owner's graveyard. (This is a state-based effect. See rule 420.). +212.4g A local enchantment can't be attached to itself. If this occurs somehow, the local enchantment is put into its owner's graveyard. (This is a state-based effect. See rule 420.) @@ -400,3 +415,3 @@ -212.5b When an instant spell resolves, the actions stated in its rules text are followed. Then, it's put into its owner's graveyard. +212.5b When an instant spell resolves, the actions stated in its rules text are followed. Then it's put into its owner's graveyard. @@ -419,3 +434,3 @@ -212.6e If an effect changes a land's type to one of the basic land types, the land no longer has its old land type. It loses any rules text it had, and it gains the rules text for the appropriate mana ability for that basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Changing a land's type doesn't add or remove any types (such as creature) or supertypes (such as basic and legendary) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities. +212.6e If an effect changes a land's type to one of the basic land types, the land no longer has its old land type. It loses any rules text it had, other than the rules text for the snow-covered ability, and it gains the rules text for the appropriate mana ability for that basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Changing a land's type doesn't add or remove any types (such as creature) or supertypes (such as basic and legendary) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities. @@ -423,2 +438,4 @@ +212.6g If an object is both a land and another type, it can be played only as a land. It can't be played as a spell. + 212.7. Sorceries @@ -437,3 +454,3 @@ -213.1. Every nonland card is a spell while it's being played (see rule 409, "Playing Spells and Activated Abilities.") and while it's on the stack. Once it's played, a card remains a spell until it resolves, is countered, or otherwise leaves the stack. For more information, see rule 401, "Spells on the Stack." +213.1. Every nonland card is a spell while it's being played (see rule 409, "Playing Spells and Activated Abilities") and while it's on the stack. Once it's played, a card remains a spell until it resolves, is countered, or otherwise leaves the stack. For more information, see rule 401, "Spells on the Stack." @@ -452,5 +469,5 @@ -214.2. Permanent type is the type of a card or token that's in play. A nontoken permanent's type(s), supertype(s), and subtype(s) are the same as those printed on its card. A token's type(s), supertype(s), and subtype(s) are set by the spell or ability that created it. +214.2. Permanent type is the type of a card or token that's in play. A nontoken permanent's types, supertypes, and subtypes are the same as those printed on its card. A token's types, supertypes, and subtypes are set by the spell or ability that created it. -214.3. A card or token becomes a permanent when it comes into play and stops being a permanent when it leaves play. Permanents come into play untapped. The term "permanent" is used to refer to a card or token while it's in play. The term "card" isn't used to refer to a card that's in play as a permanent. It's only used to refer to a card that's not in play and not on the stack, such as a creature card in a player's hand. For more information, see rule 217, "Zones." +214.3. A card or token becomes a permanent when it comes into play and it stops being a permanent when it leaves play. Permanents come into play untapped. The term "permanent" is used to refer to a card or token while it's in play. The term "card" isn't used to refer to a card that's in play as a permanent. It's only used to refer to a card that's not in play and not on the stack, such as a creature card in a player's hand. For more information, see rule 217, "Zones." @@ -466,3 +483,3 @@ -216.1. Some effects put a token creature into play. The token is controlled by whomever put it into play and owned by the controller of the spell or ability that created it. The spell or ability may define any number of characteristics for the token. A token doesn't have any characteristics not defined by the spell or ability that created it. The spell or ability that creates the token sets both its name and creature type at the same time. A "Goblin creature token," for example, is named "Goblin" and has the creature subtype Goblin. If a token's name is two words or more, it has the creature subtype for each of those words. For example, a "Goblin Scout creature token" is named "Goblin Scout" and has two creature subtypes: Goblin and Scout. Once a token is in play, changing its name doesn't change its creature type, and vice versa. +216.1. Some effects put token creatures into play. A token is controlled by whomever put it into play and owned by the controller of the spell or ability that created it. The spell or ability may define any number of characteristics for the token. A token doesn't have any characteristics not defined by the spell or ability that created it. The spell or ability that creates the token sets both its name and creature type at the same time. A "Goblin creature token," for example, is named "Goblin" and has the creature subtype Goblin. If a token's name is two words or more, it has the creature subtype for each of those words. For example, a "Goblin Scout creature token" is named "Goblin Scout" and has two creature subtypes: Goblin and Scout. Once a token is in play, changing its name doesn't change its creature type, and vice versa. @@ -478,3 +495,3 @@ -217.1b The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects or rules allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped, and what enchants them must remain clear to both players. +217.1b The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects or rules allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped, and what enchants or equips them must remain clear to both players. @@ -496,3 +513,3 @@ -217.2e Some effects tell a player to play with the top card of his or her library revealed. If the top card of the player's library changes during the announcement of a spell or ability, the new top card won't be revealed until the announcement is complete. +217.2e Some effects tell a player to play with the top card of his or her library revealed. If the top card of the player's library changes while a spell or ability is being played, the new top card won't be revealed until the spell or ability becomes played (see rule 409.1i). @@ -520,3 +537,3 @@ -217.5c Whenever an object enters the in-play zone, it's considered a brand-new permanent and has no relationship to any previous permanent represented by the same object. This is also true for all other zones (see rule 217.1c). +217.5c Whenever a permanent enters the in-play zone, it's considered a brand-new permanent and has no relationship to any previous permanent represented by the same object. This is also true for any objects entering any zone (see rule 217.1c). @@ -526,3 +543,3 @@ -217.6a When a spell is played, the physical card is put on the stack. When an ability is played, it goes on top of the stack without any card associated with it (See rule 409.1, "Playing Spells and Activated Abilities.") +217.6a When a spell is played, the physical card is put on the stack. When an ability is played, it goes on top of the stack without any card associated with it. (See rule 409.1, "Playing Spells and Activated Abilities.") @@ -548,3 +565,3 @@ -217.8b Face-up objects in the phased-out zone may be examined by either player at any time. Face-down objects in the phased-out zone are covered by the rules for face-down creatures. (See rule 502.26, "Morph," and rule 504, "Face-down Spells and Permanents.") +217.8b Face-up objects in the phased-out zone may be examined by either player at any time. Face-down objects in the phased-out zone are covered by the rules for face-down creatures. (See rule 502.26, "Morph," and rule 504, "Face-Down Spells and Permanents.") @@ -552,3 +569,3 @@ -217.8d Tokens in the phased-out zone cease to exist. This is a state-based effect (see rule 420, "State-Based Effects"). Any phased-out local enchantments that were attached to those tokens remain phased out for the rest of the game. +217.8d Tokens in the phased-out zone cease to exist. This is a state-based effect (see rule 420, "State-Based Effects"). Any phased-out local enchantments or Equipment that were attached to those tokens remain phased out for the rest of the game. @@ -560,3 +577,3 @@ -217.9c A few cards have the text "Remove [this card] from your deck before playing if you're not playing for ante." These are the only cards that can add or remove cards from a player's ante zone, or change a card's owner. +217.9c A few cards have the text "Remove [this card] from your deck before playing if you're not playing for ante." These are the only cards that can add or remove cards from a player's ante zone or change a card's owner. @@ -581,5 +598,5 @@ -300.7. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will be taken first. +300.7. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first. -300.8. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step (or directly before a specified step). If multiple extra steps are created after the same step, the most recently created step will be taken first. +300.8. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step (or directly before a specified step). If multiple extra steps are created after the same step, the most recently created step will occur first. @@ -595,3 +612,3 @@ -302.2. Then, the active player determines which permanents he or she controls will untap. Then he or she untaps them all simultaneously (this game action doesn't use the stack). Normally, all of a player's permanents untap, but effects can keep one or more of a player's permanents from untapping. +302.2. Next the active player determines which permanents he or she controls will untap. Then he or she untaps them all simultaneously (this game action doesn't use the stack). Normally, all of a player's permanents untap, but effects can keep one or more of a player's permanents from untapping. @@ -601,3 +618,3 @@ -303.1. As the upkeep step begins, any abilities that trigger at the beginning of that upkeep step or that triggered during that turn's untap step go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. +303.1. As the upkeep step begins, any abilities that trigger at the beginning of that upkeep step and any abilities that triggered during the turn's untap step go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. @@ -605,3 +622,3 @@ -304.1 First, the active player draws a card. This special action doesn't use the stack. (This is a reversal of previous rules) Then any abilities that trigger at the beginning of the draw step and any other abilities that have triggered go on the stack. Then the active player gets priority and may play spells and abilities. +304.1 First, the active player draws a card. This special action doesn't use the stack. (This is a reversal of previous rules.) Then any abilities that trigger at the beginning of the draw step and any other abilities that have triggered go on the stack. Then the active player gets priority and players may play spells and abilities. @@ -609,3 +626,3 @@ -305.1. There are two main phases in a turn. In each turn, the first main phase, known as the precombat main phase, and second main phase, known as the postcombat main phase, are separated by the combat phase (see rule 306, "Combat Phase"). The precombat and postcombat main phases are individually and collectively known as the main phase. +305.1. There are two main phases in a turn. In each turn, the first main phase, known as the precombat main phase, and the second main phase, known as the postcombat main phase, are separated by the combat phase (see rule 306, "Combat Phase"). The precombat and postcombat main phases are individually and collectively known as the main phase. @@ -613,3 +630,3 @@ -305.3. As the main phase begins, any abilities that trigger at the beginning of that main phase go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority, and players may play spells and abilities. (This is the only phase in which a player can normally play artifact, creature, enchantment, and sorcery spells, and only the active player may play these spells.) +305.3. As the main phase begins, any abilities that trigger at the beginning of that main phase go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. (This is the only phase in which a player can normally play artifact, creature, enchantment, and sorcery spells, and only the active player may play these spells.) @@ -633,3 +650,3 @@ -307.1. As the beginning of combat step begins, any abilities that trigger at the beginning of combat go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority, and players may play spells and abilities. +307.1. As the beginning of combat step begins, any abilities that trigger at the beginning of combat go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. @@ -641,3 +658,3 @@ -308.2a The active player either chooses to not attack or chooses one or more creatures he or she controls, and then determines whether this set of creatures could attack. Only creatures can attack, and the following creatures can't attack: tapped creatures (even those that can attack without tapping), creatures with creature type Wall, and creatures the active player didn't control continuously since the beginning of the turn (except those with haste). Other effects may also affect whether or not a set of creatures could attack. (See rule 500, "Legal Attacks and Blocks.") +308.2a The active player either chooses to not attack, or chooses one or more creatures he or she controls and then determines whether this set of creatures could attack. Only creatures can attack, and the following creatures can't attack: tapped creatures (even those that can attack without tapping), creatures with creature type Wall, and creatures the active player didn't control continuously since the beginning of the turn (except those with haste). Other effects may also affect whether or not a set of creatures could attack. (See rule 500, "Legal Attacks and Blocks.") @@ -662,3 +679,3 @@ -309.1. As the declare blockers step begins, the defending player declares blockers (this game action doesn't use the stack). Then, any abilities that triggered on blockers being declared go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. +309.1. As the declare blockers step begins, the defending player declares blockers (this game action doesn't use the stack). Then any abilities that triggered on blockers being declared go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. @@ -666,3 +683,3 @@ -309.2a The defending player chooses zero or more creatures he or she controls, and chooses one attacking creature for each one to block, then determines whether this set of blocks is legal. Only untapped creatures can block, but blocking does not cause creatures to tap. Other effects may also affect whether or not a set of creatures could block. (See rule 500, "Legal Attacks and Blocks.") +309.2a The defending player chooses zero or more creatures he or she controls, chooses one attacking creature for each one to block, then determines whether this set of blocks is legal. Only untapped creatures can block, but blocking does not cause creatures to tap. Other effects may also affect whether or not a set of creatures could block. (See rule 500, "Legal Attacks and Blocks.") @@ -683,3 +700,3 @@ -310.1. As the combat damage step begins, the active player announces how each attacking creature will assign its combat damage. Then the defending player announces how each blocking creature will assign its combat damage. All assignments of combat damage go on the stack as a single object. Then, any abilities that triggered on damage being assigned go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. +310.1. As the combat damage step begins, the active player announces how each attacking creature will assign its combat damage. Then the defending player announces how each blocking creature will assign its combat damage. All assignments of combat damage go on the stack as a single object. Then any abilities that triggered on damage being assigned go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. @@ -698,3 +715,3 @@ -310.4. Combat damage resolves as though it were an object on the stack. When it resolves, it's all dealt at once, as originally assigned. After combat damage finishes resolving, the active player gets priority. +310.4. Combat damage resolves as an object on the stack. When it resolves, it's all dealt at once, as originally assigned. After combat damage finishes resolving, the active player gets priority. @@ -710,5 +727,5 @@ -311.1. All "at end of combat" abilities trigger and go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player receives priority and players may play spells and abilities. +311.1. All "at end of combat" abilities trigger and go on the stack. (See rule 410, "Handling Triggered Abilities.") Then the active player gets priority and players may play spells and abilities. -311.2. As soon as the end of combat step ends, all creatures are removed from combat. After the end of combat step ends, to the combat phase is over and the postcombat main phase begins. +311.2. As soon as the end of combat step ends, all creatures are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins. @@ -749,3 +766,3 @@ 401.3. Instant and sorcery spells have abilities, just like any other objects. These abilities are instructions that are followed when the spells resolve, unless the instructions can only be applied at some other time. -Example: Some abilities that are not followed when the spell resolves are activated abilities or triggered abilities, any abilities that define the zone from which it can be played (see rule 401.4), any abilities that apply while the spell is in a zone from which it can be played (see rule 401.5), or any abilities that apply while the spell is on the stack (see rule 401.6.) +Example: Some abilities that are not followed when the spell resolves are activated abilities or triggered abilities, any abilities that define the zone from which it can be played (see rule 401.4), any abilities that apply while the spell is in a zone from which it can be played (see rule 401.5), or any abilities that apply while the spell is on the stack (see rule 401.6). @@ -755,3 +772,3 @@ -401.6. Any spell can have static abilities that apply while the spell is on the stack. These include, but are not limited to, additional costs, alternative costs, and cost reductions. See rule 409, "Playing Spells and Abilities." +401.6. Any spell can have static abilities that apply while the spell is on the stack. These include, but are not limited to, additional costs, alternative costs, and cost reductions. See rule 409, "Playing Spells and Activated Abilities." @@ -782,3 +799,3 @@ -403.1. An activated ability is written as "[cost]: [effect]." The activation cost is everything before the colon (:). Its activation cost must be paid by the player who is playing it. +403.1. An activated ability is written as "[cost]: [effect]." The activation cost is everything before the colon (:). An ability's activation cost must be paid by the player who is playing it. @@ -821,3 +838,3 @@ -405.2. Some objects have static abilities which state that that object "has" one or more abilities or characteristic values; "is" a particular type, supertype, subtype, or color; or that one or more of its characteristics "is" or "are" a particular value. These abilities are characteristic-setting abilities. Abilities of an object that affect the characteristics of another object are not characteristic-setting abilities. See rule 201, "Characteristics," and rule 418.5a. +405.2. Some objects have static abilities which state that the object "has" one or more abilities or characteristic values; "is" a particular type, supertype, subtype, or color; or that one or more of its characteristics "is" or "are" a particular value. These abilities are characteristic-setting abilities. Abilities of an object that affect the characteristics of another object are not characteristic-setting abilities. See rule 201, "Characteristics," and rule 418.5a. @@ -832,3 +849,3 @@ 406.3. A mana ability remains a mana ability even if the game state doesn't allow it to produce mana. -Example: A permanent has an ability that reads "{oT}: Add {oG} to your mana pool for each creature you control." This is still a mana ability even if you control no creatures, or if the permanent is already tapped. +Example: A permanent has an ability that reads "{oT}: Add {oG} to your mana pool for each creature you control." This is still a mana ability even if you control no creatures or if the permanent is already tapped. @@ -843,3 +860,3 @@ 407.2. An effect that sets an object's characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object "gains" or "has" an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object ("[permanent] is [characteristic value]"), it's not granting an ability. (See rule 405.2.) -Example: An effect reads, "Enchanted creature has 'This creature is an artifact. It's still a creature.'" This effect grants an ability to the creature that can be removed by other effects. Another effect reads, "Enchanted creature is an artifact. It's still a creature." This effect simply defines a characteristic of the creature. It doesn't grant an ability, so effects that would cause the creature to lose its abilities wouldn't cause the enchanted creature to stop being an artifact. +Example: An effect reads, "Enchanted creature has 'This creature is an artifact creature.'" This effect grants an ability to the creature that can be removed by other effects. Another effect reads, "Enchanted creature is an artifact creature." This effect simply defines a characteristic of the creature. It doesn't grant an ability, so effects that would cause the creature to lose its abilities wouldn't cause the enchanted creature to stop being an artifact. @@ -854,5 +871,5 @@ -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. Each time a player would get priority, all applicable state-based effects resolve first as a single event (see rule 420, "State-Based Effects"). Then, if any new state-based effects have been generated, they resolve as a single event. This process repeats until no more applicable state-based effects are generated. Then triggered abilities are added to the stack (see rule 410, "Handling Triggered Abilities"). These steps repeat in order until no further state-based effects or triggered abilities are generated. Then the player who would have received priority does so and may play a spell, ability, or land, take a special action, or pass, as governed by the rules for that phase or step. +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. Each time a player would get priority, all applicable state-based effects resolve first as a single event (see rule 420, "State-Based Effects"). Then, if any new state-based effects have been generated, they resolve as a single event. This process repeats until no more applicable state-based effects are generated. Then triggered abilities are added to the stack (see rule 410, "Handling Triggered Abilities"). These steps repeat in order until no further state-based effects or triggered abilities are generated. Then the player who would have received priority does so and may play a spell or ability, take a special action (such as playing a land), or pass, as governed by the rules for that phase or step. -408.1c The active player gets priority at the beginning of most phases and steps, after any game actions are dealt with and abilities that trigger at the beginning of that phase or step go on the stack. No player gets priority during the untap step or the cleanup step. The player with priority may either play a spell or ability, take a special action, or pass. If he or she plays a spell or ability, or takes a special action, the player again receives priority; otherwise, his or her opponent receives priority. If both players pass in succession (that is, if both players pass without taking any actions in between passing), the top object on the stack resolves, then the active player receives priority. If the stack is empty when both players pass in succession, the phase or step ends and the next one begins. +408.1c The active player gets priority at the beginning of most phases and steps, after any game actions are dealt with and abilities that trigger at the beginning of that phase or step go on the stack. No player gets priority during the untap step and players usually don't get priority during the cleanup step (see rule 314.3). The player with priority may either play a spell or ability, take a special action, or pass. If he or she plays a spell or ability, or takes a special action, the player again receives priority; otherwise, his or her opponent receives priority. If both players pass in succession (that is, if both players pass without taking any actions in between passing), the top object on the stack resolves, then the active player receives priority. If the stack is empty when both players pass in succession, the phase or step ends and the next one begins. @@ -868,3 +885,3 @@ -408.1i Special actions don't use the stack. A player can take a special action any time he or she has priority. The player who took the special action gains priority after it. The special actions are playing a land (rule 408.2d), turning a face-down creature face up (rule 408.2h), ending continuous effects or preventing delayed triggered abilities (rule 408.2i), and suspending or ignoring continuous effects (rule 408.2j). +408.1i Special actions don't use the stack. A player can take a special action any time he or she has priority. The player who took the special action gets priority after it. The special actions are playing a land (see rule 408.2d), turning a face-down creature face up (see rule 408.2h), ending continuous effects or preventing delayed triggered abilities (see rule 408.2i), and suspending or ignoring continuous effects (see rule 408.2j). @@ -878,5 +895,5 @@ -408.2d Playing a land is a special action consisting of putting that land into play. (See rule 212.6, "Lands.") A player can play a land only during a main phase of his or her turn, when he or she has priority and the stack is empty. The player who played the land gains priority after this special action. +408.2d Playing a land is a special action consisting of putting that land into play. (See rule 212.6, "Lands.") A player can play a land only during a main phase of his or her turn, when he or she has priority and the stack is empty. The player who played the land gets priority after this special action. -408.2e Mana abilities resolve immediately. If a mana ability produces both mana and another effect, both the mana and the other effect resolve immediately. If a player had priority before a mana ability was played, that player gains priority after it resolves. (See rule 406, "Mana Abilities.") +408.2e Mana abilities resolve immediately. If a mana ability produces both mana and another effect, both the mana and the other effect happen immediately. If a player had priority before a mana ability was played, that player gets priority after it resolves. (See rule 406, "Mana Abilities.") @@ -886,7 +903,7 @@ -408.2h The controller of a face-down permanent may turn it face up whenever he or she has priority. This is a special action. (See rule 504, "Face-Down Spells and Permanents.") That player gains priority after this special action. +408.2h The controller of a face-down permanent may turn it face up whenever he or she has priority. This is a special action. (See rule 504, "Face-Down Spells and Permanents.") That player gets priority after this special action. -408.2i Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability. This is a special action. The player who took the action gains priority after this special action. +408.2i Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability. This is a special action. The player who took the action gets priority after this special action. -408.2j Some effects from static abilities allow a player to take an action to ignore or suspend the effect from that ability for a duration. This is a special action. The player who took the action gains priority after this special action. +408.2j Some effects from static abilities allow a player to take an action to ignore or suspend the effect from that ability for a duration. This is a special action. The player who took the action gets priority after this special action. @@ -904,3 +921,3 @@ -409.1e If the spell or ability affects several targets in different ways, the player announces how it will affect each target. If the spell or ability requires the player to divide an effect (such as damage or counters) among a number of targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided (for example, damage or counters). +409.1e If the spell or ability affects several targets in different ways, the player announces how it will affect each target. If the spell or ability requires the player to divide an effect (such as damage or counters) among a number of objects or players, the player announces the division. Each of these objects or players must receive at least one of whatever is being divided. @@ -913,3 +930,3 @@ -409.1i Once the steps described in 409.1a-409.1h are completed, the spell or ability becomes played. Any abilities that trigger on a spell or ability being played or put onto the stack trigger at this time. Its controller gains priority. +409.1i Once the steps described in 409.1a-409.1h are completed, the spell or ability becomes played. Any abilities that trigger on a spell or ability being played or put onto the stack trigger at this time. The spell or ability's controller gets priority. @@ -958,3 +975,3 @@ -410.10c Leaves-play abilities trigger when a permanent leaves the in-play zone. These are written as, but aren't limited to, "Whenever [this object] leaves play, . . ." or "Whenever [something] 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. +410.10c Leaves-play abilities trigger when a permanent leaves the in-play zone. These are written as, but aren't limited to, "When [this object] leaves play, . . ." or "Whenever [something] 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. @@ -966,3 +983,3 @@ 410.11. Some triggered abilities trigger on a game state, such as a player controlling no permanents of a particular type, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They'll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren't the same as state-based effects.) A state-triggered ability doesn't trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone 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 once and won't trigger again until it has resolved. 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. +Example: A permanent's ability reads, "Whenever you have no cards in hand, draw a card." If its controller plays the last card from his or her hand, the ability will trigger once and won't trigger again until it has resolved. 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. @@ -983,3 +1000,3 @@ -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. +412.2. Many local enchantments and Equipment have static abilities that modify the permanent they're attached to, but those abilities don't target that permanent. If a local enchantment or Equipment is moved to a different permanent, the ability stops applying to the original permanent and starts modifying the new one. @@ -997,3 +1014,3 @@ -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 text of the spell. If all targets are now illegal, the spell or ability is countered. If the spell or ability is not countered it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can't perform any actions on it or make the target perform any actions. If the spell or ability needs to know information about one or more targets that are now illegal, it will use the illegal targets' current or last known information. +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 text of the spell. If all targets are now illegal, the spell or ability is countered. If the spell or ability is not countered, it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can't perform any actions on it or make the target perform any actions. If the spell or ability needs to know information about one or more targets that are now illegal, it will use the illegal targets' current or last known information. @@ -1004,4 +1021,4 @@ -413.2d If an effect requires both players to make choices or take actions at the same time, the active player makes and announces his or her choices first, and then the nonactive player does (knowing the active player's choices). Then the actions take place simultaneously. See rule 103.4. If a player must make more than one choice at a time, he or she makes the choices in the order written, or in the order he or she chooses if the choices aren't ordered. Then, the actions are processed simultaneously. - Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses. In these cases, the active player makes any choices required for the first action, then the nonactive player makes any choices required for that action, then the first action is processed simultaneously. Then, the active player makes any choices required for the second action, then the nonactive player makes any choices required for that action, then that action is processed simultaneously, and so on. +413.2d If an effect requires both players to make choices or take actions at the same time, the active player makes and announces his or her choices first, and then the nonactive player does (knowing the active player's choices). Then the actions take place simultaneously. See rule 103.4. If a player must make more than one choice at a time, he or she makes the choices in the order written, or in the order he or she chooses if the choices aren't ordered. Then the actions are processed simultaneously. + Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses. In these cases, the active player makes any choices required for the first action, then the nonactive player makes any choices required for that action, then the first action is processed simultaneously. Then the active player makes any choices required for the second action, then the nonactive player makes any choices required for that action, then that action is processed simultaneously, and so on. Example: Stronghold Gambit reads, in part, "Each player chooses a card in his or her hand. Then each player reveals his or her chosen card." First the active player chooses a card, then the nonactive player does so. Each player reveals the cards simultaneously. @@ -1033,2 +1050,3 @@ 415.3. Local-enchantment spells are always targeted, even though they don't use the phrase "target [something]." They target the permanent or player they will enchant. A local-enchantment permanent doesn't target anything; only the spell is targeted. An activated or triggered ability of the local-enchantment permanent can be targeted. + Neither Equipment spells nor Equipment permanents target anything. The equip ability is targeted; see rule 502.33, "Equip." An activated or triggered ability of an Equipment permanent can be targeted. @@ -1053,3 +1071,3 @@ 416.2. Effects apply only to permanents unless the instruction's text states otherwise or they clearly can apply only to objects in one or more other zones. -Example: An effect that changes all lands to creatures won't alter land cards in the players' graveyards. But an effect that says spells cost more to play will apply only to spells on the stack, since a spell is always on the stack while you are playing it. +Example: An effect that changes all lands into creatures won't alter land cards in players' graveyards. But an effect that says spells cost more to play will apply only to spells on the stack, since a spell is always on the stack while you are playing it. @@ -1092,6 +1110,7 @@ -418.5a The values of an object's characteristics are determined by starting with the actual object, then applying copy effects (see rule 503, "Copying Spells and Abilities"), then applying text-changing effects, then applying continuous effects generated by characteristic-setting abilities, then applying continuous effects generated by type-changing abilities, then applying any power or toughness changes due to counters, and then applying all other continuous effects. +418.5a The values of an object's characteristics are determined by starting with the actual object, then applying continuous effects in a series of layers in the following order: (1) copy effects (see rule 503, "Copying Objects"), (2) control-changing effects, (3) text-changing effects, (4) type-, subtype-, and supertype-changing effects, (5) all other continuous effects, except those that change power or toughness, and (6) power- or toughness-changing effects. + Inside each layer, apply effects from characteristic-setting abilities first, then effects from all other abilities. For power- or toughness-changing effects, apply changes from counters after changes from characteristic-setting abilities. See also the rules for timestamp order and dependency (rules 418.5b-418.5g). Example: A player plays an artifact's ability that reads "{o2}: This permanent becomes a 3/2 artifact creature until end of turn." Later in the turn, the artifact creature is affected by an ability that reads "Target creature becomes 0/2 until end of turn." At this point, playing the ability of the artifact again won't do anything, because the type-changing ability must be applied before the continuous effect that just changes power and toughness. The artifact creature remains 0/2. -418.5b 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 Sometimes the results of one effect determine whether another effect applies or what another effect does. For example, one effect might read, "All white creatures get +1/+1," and another, "Enchanted creature is white." @@ -1101,5 +1120,5 @@ -418.5e An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (1) If two or more objects enter a zone (or zones) simultaneously, the active player determines their timestamp order at the time they enter that zone. (2) Whenever a local enchantment becomes attached to a permanent, the enchantment receives a new timestamp. (3) Permanents that phase in keep the same timestamps they had when they phased out. +418.5e An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (1) If two or more objects enter a zone (or zones) simultaneously, the active player determines their timestamp order at the time they enter that zone. (2) Whenever a local enchantment or Equipment becomes attached to a permanent, the enchantment or Equipment receives a new timestamp. (3) Permanents that phase in keep the same timestamps they had when they phased out. -418.5f Continuous effects generated by static abilities have the same timestamp as the object that generated them. +418.5f Continuous effects generated by static abilities have the same timestamp as the objects that generate them. @@ -1111,4 +1130,4 @@ 418.5i Some effects can switch a creature's power and toughness. When they're applied, they take the value of power and apply it to the object's toughness, and take the object's toughness and apply it to the object's power. Any effects that are applied after the switching effect apply normally. -Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature's power and toughness. Its new power and toughness is 4/1. After the "switch" effect resolves, another effect gives it +5/+0. Its power and toughness is 9/1. -Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature's power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect ends before the switch effect ends, it becomes a 3/1. +Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature's power and toughness. Its new power and toughness is 4/1. After the "switch" effect resolves, another effect gives the creature +5/+0. Its power and toughness is 9/1. +Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature's power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect ends before the switch effect ends, the creature becomes a 3/1. @@ -1147,3 +1166,3 @@ -419.5b Some abilities read, "Whenever [X], you may [Y]. If you do, [Z]." The "if you do" clause refers to doing any part of the event Y. If Y is replaced entirely or in part by a different event, the "if you do" clause refers to the event that replaced Y. +419.5b Some abilities read, "Whenever [X], you may [Y]. If you do, [Z]." The "if you do" clause refers to choosing to do the event Y, regardless of what events actually occur as a result of that decision. If Y is replaced entirely or in part by a different event, the "if you do" clause refers to the event that replaced Y. @@ -1168,3 +1187,3 @@ -419.7b Some prevention effects refer to a specific amount of damage-for example, "Prevent the next 3 damage that would be dealt to target creature or player this turn." These work like shields. Each 1 damage that would be dealt to the "shielded" creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded creature or player by two or more sources at the same time, the player or the controller of the creature can choose which damage the shield prevents first. 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. +419.7b Some prevention effects refer to a specific amount of damage-for example, "Prevent the next 3 damage that would be dealt to target creature or player this turn." These work like shields. Each 1 damage that would be dealt to the "shielded" creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded creature or player by two or more sources at the same time, the player or the controller of the creature chooses which damage the shield prevents first. 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. @@ -1172,3 +1191,3 @@ -419.8a Some effects apply to damage from a source-for example, "The next time a red source of your choice would deal damage to you this turn, prevent that damage." 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 an artifact, creature, or enchantment spell) or any card or permanent referred to by a spell or ability on the stack. The source is chosen when the effect is created. If the player chooses a permanent, the prevention will apply to the next damage from that permanent, regardless of whether it's from one of that permanent's abilities or combat damage dealt by it. If the player chooses an artifact, creature, or enchantment spell, the prevention will apply to any damage from that spell and from the permanent that it becomes when it resolves. +419.8a Some effects apply to damage from a source-for example, "The next time a red source of your choice would deal damage to you this turn, prevent that damage." If an effect requires a player to choose a source, he or she may choose either a permanent, a spell on the stack (including an artifact, creature, or enchantment spell), or any card or permanent referred to by a spell or ability on the stack. The source is chosen when the effect is created. If the player chooses a permanent, the prevention will apply to the next damage from that permanent, regardless of whether it's from one of that permanent's abilities or combat damage dealt by it. If the player chooses an artifact, creature, or enchantment spell, the prevention will apply to any damage from that spell and from the permanent that it becomes when it resolves. @@ -1176,3 +1195,3 @@ -419.8c Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren't in play that that have that property. +419.8c Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren't in play that have that property. @@ -1180,7 +1199,7 @@ -419.9a If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (its owner if it has no controller) or the affected player chooses one to apply. Then the other applies if it is still appropriate. If one or more of the applicable replacement effects is a self-replacement effect (see rule 419.6d), that effect is applied before any other replacement effects. If both players have to make these choices at the same time, follow the "Active Player, Nonactive Player rule" (see rule 103.4). -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 is 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. +419.9a If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply. Then the other effect applies if it is still appropriate. If one or more of the applicable replacement effects is a self-replacement effect (see rule 419.6d), that effect is applied before any other replacement effects. If both players have to make these choices at the same time, follow the "Active Player, Nonactive Player rule" (see rule 103.4). +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 is a creature that reads "If [this creature] would be put into a graveyard from play, 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. 419.9b A replacement effect can become applicable to an event as the result of another replacement effect that modifies the event. -Example: One effect reads, "For each 1 life you would gain, instead draw a card," and another reads, "If you would draw a card, return a card from your graveyard to your hand instead." Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from his or her graveyard into his or her hand. +Example: One effect reads "For each 1 life you would gain, instead draw a card," and another reads "If you would draw a card, return a card from your graveyard to your hand instead." Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from his or her graveyard into his or her hand. @@ -1188,3 +1207,3 @@ -420.1. State-based effects are a special category that apply only to those conditions listed below. Abilities that watch for a specified game state are triggered abilities. (See rule 404, "Triggered Abilities.") +420.1. State-based effects are a special category that apply only to those conditions listed below. Abilities that watch for a specified game state are triggered abilities, not state-based effects. (See rule 404, "Triggered Abilities.") @@ -1199,3 +1218,3 @@ -420.5a A player with 0 or less life or less loses the game. +420.5a A player with 0 or less life loses the game. @@ -1203,3 +1222,3 @@ -420.5c A creature with lethal damage, but greater than 0 toughness is destroyed. Lethal damage is an amount of damage greater than or equal to a creature's toughness. Regeneration does replace this event. +420.5c A creature with lethal damage, but greater than 0 toughness, is destroyed. Lethal damage is an amount of damage greater than or equal to a creature's toughness. Regeneration does replace this event. @@ -1215,3 +1234,3 @@ -420.5i If two or more enchant worlds are in play, all except the one that has been an enchant world for the shortest amount of time are put into their owners' graveyards. In the event of a tie for the shortest amount of time, all are put into their owners' graveyards. +420.5i If two or more enchant worlds are in play, all except the one that has been an enchant world in play for the shortest amount of time are put into their owners' graveyards. In the event of a tie for the shortest amount of time, all are put into their owners' graveyards. @@ -1219,2 +1238,4 @@ +420.5k An Equipment that equips an illegal or nonexistent permanent stops equipping that permanent but remains in play. + 421. Handling "Infinite" Loops @@ -1249,3 +1270,3 @@ -500.3. As part of declaring blockers, the defending player checks each creature he or she controls to see whether it must block, can't block, or has some other blocking restriction or requirement. If such a restriction or requirement conflicts with the proposed set of blocking creatures, the block is illegal, and the defending player must then propose another set of blocking creatures. (Creatures with unpaid costs to block are exempt from effects that would require them to block.) +500.3. As part of declaring blockers, the defending player checks each creature he or she controls to see whether it must block, can't block, or has some other blocking restriction or requirement. If such a restriction or requirement conflicts with the proposed set of blocking creatures, the block is illegal, and the defending player must then propose another set of blocking creatures. (Tapped creatures and creatures with unpaid costs to block are exempt from effects that would require them to block.) @@ -1253,3 +1274,3 @@ -500.5. When determining what requirements could be obeyed without violating restrictions, you don't need to consider any options for a creature that don't satisfy a requirement on it. But, you do need to consider any options for any creature(s) that will satisfy a requirement, as long as the total number of obeyed requirements is increased (even if it means not obeying another requirement that was previously met). +500.5. When determining what requirements could be obeyed without violating restrictions, you don't need to consider any options for a creature that don't satisfy a requirement on it. But you do need to consider any options for any creature(s) that will satisfy a requirement, as long as the total number of obeyed requirements is increased (even if the option means not obeying another requirement that was previously met). Example: A player controls one creature that "blocks if able" and another creature with no abilities. An effect states, "Creatures can't be blocked except by two or more creatures." The creature with no abilities isn't required to block. It's legal to declare both creatures as blockers, or to declare neither creature as a blocker, but illegal to block with only one of the two. @@ -1303,3 +1324,3 @@ -502.6a Landwalk and snow-covered landwalk are generic terms; a card's rules text will give a specific subtype or supertype (such as in "islandwalk" or "snow-covered swampwalk"). +502.6a Landwalk and snow-covered landwalk are generic terms; a card's rules text will give a specific subtype or supertype (such as in "islandwalk," "snow-covered swampwalk," or "legendary landwalk"). @@ -1310,3 +1331,3 @@ 502.6d Landwalk or snow-covered landwalk abilities don't "cancel" one another. -Example: If a player controls a snow-covered forest, that player can't block an attacking creature with snow-covered forestwalk even if he or she also controls a creature with snow-covered forestwalk. +Example: If a player controls a snow-covered Forest, that player can't block an attacking creature with snow-covered forestwalk even if he or she also controls a creature with snow-covered forestwalk. @@ -1316,7 +1337,15 @@ -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 value. If the quality is a type, the protection applies to sources that are permanents with that type and to any sources that aren't in play that are of that type. +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 value. If the quality is a type, subtype, or supertype, the protection applies to sources that are permanents with that type, subtype, or supertype and to any sources not in play that are of that type, subtype, or supertype. + +502.7b A permanent with protection can't be targeted by spells with the stated quality and can't be targeted by abilities from a source with the stated quality. + +502.7c A permanent with protection can't be enchanted by enchantments that have the stated quality. Such enchantments enchanting the permanent with protection will be put into their owners' graveyards as a state-based effect. (See rule 420, "State-Based Effects.") + +502.7d A permanent with protection can't be equipped by Equipment that have the stated quality. Such an Equipment stops equipping that permanent, but remains in play. (See rule 420, "State-Based Effects.") + +502.7e Any damage that would be dealt by sources that have the stated quality to a permanent that has protection is prevented. -502.7b A permanent with protection can't be targeted by spells with the stated quality, can't be targeted by abilities from a source with the stated quality, and can't be enchanted by enchantments that have the stated quality. Such enchantments enchanting the permanent with protection will be put into their owners' graveyards as a state-based effect. (See rule 420, "State-Based Effects.") 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. +502.7f If a creature with protection attacks, it can't be blocked by creatures that have the stated quality. -502.7c Multiple instances of protection from the same quality on the same permanent are redundant. +502.7g Multiple instances of protection from the same quality on the same permanent are redundant. @@ -1339,5 +1368,6 @@ 502.9d 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. +Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature's controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker's protection ability. The attacking creature's controller can then choose to assign the rest of the damage to the defending player. 502.9e 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: a 1/1 with no special abilities a 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. +Example: A 2/2 creature with an ability that enables it to block multiple attackers blocks two attackers: a 1/1 with no special abilities a 3/3 with trample. The attacking 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. @@ -1356,3 +1386,3 @@ 502.10e If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature. -Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a swamp, can block the flying creature if able. If he or she does, then the creature with swampwalk will also become blocked by the blocking creature(s). +Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If he or she does, then the creature with swampwalk will also become blocked by the blocking creature(s). @@ -1393,3 +1423,3 @@ -502.14a Snow-covered is an ability that doesn't do anything in its own right; it's simply a keyword that other cards look for. When a rule or an effect refers to a "snow-covered land," it means a land with the snow-covered ability. When a rule or an effect refers to a "snow-covered forest," it means a forest with the snow-covered ability, and so on. +502.14a Snow-covered is an ability that doesn't do anything in its own right; it's simply a keyword that other cards look for. When a rule or an effect refers to a "snow-covered land," it means a land with the snow-covered ability. When a rule or an effect refers to a "snow-covered Forest," it means a Forest with the snow-covered ability, and so on. @@ -1397,3 +1427,3 @@ -502.14c Some effects can add or remove the snow-covered ability. This doesn't change the existing name of the land, or any types, subtypes, or supertypes it has. For example, a card named Snow-Covered Forest is named "Snow-Covered Forest," while a forest that has been granted the snow-covered ability is still named "Forest." +502.14c Some effects can add or remove the snow-covered ability. This doesn't change the existing name of the land, or any types, subtypes, or supertypes it has. For example, a card named Snow-Covered Forest is named "Snow-Covered Forest," while a Forest that has been granted the snow-covered ability is still named "Forest." @@ -1421,5 +1451,5 @@ -502.15i When a permanent phases out, any local enchantments attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An enchantment that phased out indirectly won't phase in by itself, but instead phases in along with the card it's attached to. +502.15i When a permanent phases out, any local enchantments or Equipment attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out "indirectly." An enchantment or Equipment that phased out indirectly won't phase in by itself, but instead phases in along with the card it's attached to. -502.15j If a local enchantment phased out directly (rather than phasing out along with the permanent it's attached to), then it "remembers" the permanent it was enchanting and returns to play attached to that permanent. If the permanent has left play or is no longer legal to enchant, the enchantment returns to play and then is placed in its owner's graveyard afterwards. This is a state-based effect; see rule 420. +502.15j If a local enchantment or Equipment phased out directly (rather than phasing out along with the permanent it's attached to), then it "remembers" the permanent it was enchanting or equipping and returns to play attached to that permanent. If a local enchantment phases in and the permanent has left play or is no longer legal to enchant, the enchantment returns to play and then is placed in its owner's graveyard afterwards. This is a state-based effect; see rule 420. If an Equipment phases in and the permanent has left play or is no longer legal to equip, the Equipment returns to play and then stays in play, not equipping anything. This is a state-based effect; see rule 420. @@ -1427,3 +1457,3 @@ -502.15m A permanent that phases in can attack and tap to play abilities as though it has haste. This applies even if that permanent phased out and phased back in the turn it came into play. The permanent remains able to attack and tap to play abilities until it changes controllers or leaves play. +502.15m A permanent that phases in can attack and tap to play abilities as though it had haste. This applies even if that permanent phased out and phased back in the turn it came into play. The permanent remains able to attack and tap to play abilities until it changes controllers or leaves play. @@ -1485,3 +1515,3 @@ -502.24a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. The phrase "Madness [cost]" means "If a player would discard this card from his or her hand, that player discards it, but may remove it from the game instead of putting it into his or her graveyard" and "When this card is removed from the game this way, until that player passes next, the player may play it any time he or she could play an instant as though it were in his or her hand by paying [cost] rather than paying its mana cost. When the player passes next, he or she puts it into his or her graveyard." +502.24a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. The phrase "Madness [cost]" means "If a player would discard this card from his or her hand, that player discards it, but may remove it from the game instead of putting it into his or her graveyard" and "When this card is removed from the game this way, until that player passes next, the player may play it any time he or she could play an instant as though it were in his or her hand by paying [cost] rather than paying its mana cost. When the player passes next, he or she puts this card into his or her graveyard." @@ -1501,3 +1531,3 @@ -502.26b To play a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, no expansion symbol, and a mana cost of {o0}. These values are the copiable values of that object's characteristics. (See rule 418.5. "Interaction of Continuous Effects," and rule 503, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {o3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to play a card from any zone from which you could normally play it. When the spell resolves, it comes into play with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up. +502.26b To play a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, no expansion symbol, and a mana cost of {o0}. These values are the copiable values of that object's characteristics. (See rule 418.5, "Interaction of Continuous Effects," and rule 503, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {o3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to play a card from any zone from which you could normally play it. When the spell resolves, it comes into play with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up. @@ -1507,3 +1537,3 @@ -502.26e If a face-up permanent with morph is turned face down by a spell or ability, it becomes a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and a mana cost of {o0}. These values are the copiable values of that object's characteristics. (See rule 418.5. "Interaction of Continuous Effects," and rule 503, "Copying Objects.") The rules for morph and face-down permanents apply to it normally. +502.26e If a face-up permanent with morph is turned face down by a spell or ability, it becomes a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and a mana cost of {o0}. These values are the copiable values of that object's characteristics. (See rule 418.5, "Interaction of Continuous Effects," and rule 503, "Copying Objects.") The rules for morph and face-down permanents apply to it normally. @@ -1541,2 +1571,30 @@ +502.31. Affinity + +502.31a Affinity is a static ability that functions while the card is on the stack. "Affinity for [text]" means "This spell costs you {o1} less to play for each [text] you control." + +502.31b The affinity ability reduces only generic mana costs; it doesn't reduce how much colored mana you have to pay for a spell. Affinity can't reduce the cost to play a spell to less than 0. + +502.31c If a spell has multiple instances of affinity, each of them applies. + +502.32. Entwine + +502.32a Entwine is a static ability that functions while the card is on the stack. The phrase "Entwine [cost]" means "You may choose to use all modes of this spell instead of just one. If you do, you pay an additional [cost]." Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 409.1b and 409.1f-h. + +502.32b If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves. + +502.33. Equip + +502.33a Equip is an activated ability of artifact Equipment cards. The phrase "Equip [cost]" means "[cost]: Move this Equipment onto target creature you control. Play this ability only any time you could play a sorcery." + +502.33b For more information about Equipment, see rule 212.2, "Artifacts." + +502.33c If an artifact has multiple instances of equip, any of its equip abilities may be used. + +502.34. Imprint + +502.34a Imprint is a static ability, written "Imprint - [text]." The phrase "Imprint - [ability]" means "Cards in the removed-from-game zone that were removed from the game by this ability are imprinted on this permanent." + +502.34b The phrase "imprinted [type] card" means the card of that type that's imprinted on the permanent. If a permanent has more than one card of that type imprinted on it, each of those cards is an "imprinted [type] card." + 503. Copying Objects @@ -1549,3 +1607,3 @@ 503.3. The copied information becomes the copiable values for the copy, replacing its previous copiable values. Objects that copy the object will use the new copiable values. -Example: A Vesuvan Doppelganger comes into play as a copy of Grizzly Bears (a 2/2 green creature with no abilities). Vesuvan Doppelganger reads, "As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains 'At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability.'" Then, a Clone comes into play as a copy of the Doppelganger. The Clone is a 2/2 blue Bear named Grizzly Bears that has the Doppelganger's upkeep-triggered ability. +Example: Vesuvan Doppelganger reads, "As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains 'At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability.'" A Vesuvan Doppelganger comes into play as a copy of Grizzly Bears (a 2/2 green creature with no abilities). Then a Clone comes into play as a copy of the Doppelganger. The Clone is a 2/2 blue Bear named Grizzly Bears that has the Doppelganger's upkeep-triggered ability. @@ -1569,3 +1627,3 @@ 503.9. Some copy effects give an ability to the copy as part of the copying process. This ability becomes part of the copiable values for the copy, along with any other abilities that were copied. Also, some copy effects specifically state that they don't copy certain characteristics; they retain their original values instead. -Example: Quirion Elves comes into play and an Unstable Shapeshifter copies it. The copiable values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has the ability "Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability." Then, a Clone comes into play as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the Elves. +Example: Quirion Elves comes into play and an Unstable Shapeshifter copies it. The copiable values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has the ability "Whenever a creature comes into play, Unstable Shapeshifter becomes a copy of that creature and gains this ability." Then a Clone comes into play as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the Elves. @@ -1579,2 +1637,4 @@ +503.12. An effect that instructs a player to "play a copy" of an object follows the rules for playing spells and abilities, except that the copy is played while another spell or ability is resolving. Playing a copy of a nonland object follows steps 409.1a-409.1h of rule 409, "Playing Spells and Activated Abilities," then the copy becomes played. The played copy is a spell on the stack, and just like any other spell it can resolve or be countered. + 504. Face-Down Spells and Permanents @@ -1583,3 +1643,3 @@ -504.2. Face-down spells on the stack, face-down permanents in play, and face-down cards in the phased-out zone have no characteristics other than those listed by the ability or rules that allow the card, spell, or permanent to be face down. Any listed characteristics are the copiable values of that object's characteristics. (See rule 418.5. "Interaction of Continuous Effects," and rule 503, "Copying Objects.") Objects that are put into play face down are turned face down before they come into play, so the permanent's comes-into-play abilities won't trigger (if triggered) or have any effect (if static). Objects that are played face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell's characteristics. +504.2. Face-down spells on the stack, face-down permanents in play, and face-down cards in the phased-out zone have no characteristics other than those listed by the ability or rules that allow the card, spell, or permanent to be face down. Any listed characteristics are the copiable values of that object's characteristics. (See rule 418.5, "Interaction of Continuous Effects," and rule 503, "Copying Objects.") Objects that are put into play face down are turned face down before they come into play, so the permanent's comes-into-play abilities won't trigger (if triggered) or have any effect (if static). Objects that are played face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell's characteristics. @@ -1632,2 +1692,31 @@ +507. Controlling Another Player's Turn + +507.1. One card (Mindslaver) allows a player's turn to be controlled by another player. This effect applies to the next turn that the affected player actually takes. The entire turn is controlled; the effect doesn't end until the beginning of the next turn. + +507.1a Multiple turn-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works. + +507.1b If a turn is skipped, any pending turn-controlling effects wait until the player who would be affected actually takes a turn. + +507.1c Only the control of the turn changes. All objects are controlled by their normal controllers. + +507.2. If information about an object would be visible to the player whose turn is controlled, it's visible to both that player and the controller of the turn. +Example: The controller of a player's turn can see that player's hand and the identity of any face-down creatures he or she controls. + +507.3. The controller of another player's turn makes all choices and decisions that player is allowed to make or is told to make during that turn by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities. +Example: The controller of the turn decides which spells to play and what those spells target, and makes any required decisions when those spells resolve. +Example: The controller of the turn decides which of the player's creatures attack, and how those creatures assign their combat damage. +Example: The controller of the turn decides which card the player chooses from outside the game with one of the Judgment(tm) Wishes. The player can't choose a card of the wrong type. + +507.3a The controller of another player's turn can use only that player's resources (cards, mana, and so on) to pay costs for that player. +Example: If the controller of the turn decides that the player will play a spell with an additional cost of discarding cards from hand, the cards are discarded from the player's hand. + +507.3b The controller of another player's turn can't make that player concede. A player may concede the game at any time, even if his or her turn is controlled by another player. See rule 102.7. + +507.3c The controller of another player's turn can't make choices or decisions for that player that aren't called for by the rules, or by any objects. The controller also can't make any choices or decisions for the player that would be called for by the tournament rules. +Example: The player whose turn it is still chooses whether he or she leaves to visit the restroom, trades a card to someone else, takes an intentional draw, or calls a judge about an error or infraction. + +507.3d A player who controls another player's turn also continues to make his or her own choices and decisions. + +507.4. A player doesn't lose life due to mana burn while another player controls his or her turn. (Unused mana in players' mana pools is still lost when a phase ends. See rule 300.3.) @@ -1656,2 +1745,5 @@ +Affinity +Affinity is a static ability that functions while the card is on the stack. "Affinity [text]" means "This spell costs you {o1} less to play for each [text] you control." The affinity ability only reduces generic mana costs. It doesn't reduce how much colored mana you have to pay for a spell. It can't reduce the cost to play a spell to less than 0. See rule 502.31, "Affinity." + Alternative Cost @@ -1672,3 +1764,6 @@ Artifact Creature -An artifact creature is a combination of artifact and creature, and it's subject to the rules for both. (See rule 214, "Permanents.") Some artifact creatures don't have a creature type. Those that do will say "Artifact Creature - [creature type]"; for example, "Artifact Creature - Golem." "Artifact" isn't a creature type. +An artifact creature is a combination of artifact and creature, and it's subject to the rules for both. (See rule 212.2, "Artifacts.") Some artifact creatures don't have a creature type. Those that do will say "Artifact Creature - [creature type]"; for example, "Artifact Creature - Golem." "Artifact" isn't a creature type. + +Artifact Land +An artifact land is a combination of artifact and land, and it's subject to the rules for both. (See rule 212.2, "Artifacts.") Artifact lands can only be played as lands. They can't be played as spells. Some artifact lands don't have a land type. Those that do will say "Artifact Land - [land type]." @@ -1797,3 +1892,3 @@ Concede -A player may concede a game at any time. A player who concedes loses the game immediately. See rule 102.7. +A player may concede a game at any time. A player who concedes leaves the game immediately. He or she loses the game. See rule 102.7. @@ -1813,2 +1908,5 @@ +Controlling Another Player's Turn +One card (Mindslaver) allows a player to control another player's turn. The controller of another player's turn makes all choices and decisions that player is allowed to make or is told to make during that turn by rules or by any objects. A player doesn't lose life due to mana burn while another player controls his or her turn. See rule 507, "Controlling Another Player's Turn." + Converted Mana Cost @@ -1881,6 +1979,6 @@ Discard -A player discards a card by putting a card from his or her hand into his or her graveyard. By default, seffects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded. +A player discards a card by putting a card from his or her hand into his or her graveyard. By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded. Divide -If a spell or ability requires a player to divide something (such as damage or counters) among a number of targets, each of these targets must receive at least one of whatever is being divided. This doesn't apply to dividing combat damage, or dividing an effect between things that are not targets. See rules 409.1e and 310.2. +If a spell or ability requires a player to divide something as he or she chooses (such as damage or counters) among a number of objects or players, each of these objects or players must receive at least one of whatever is being divided. This doesn't apply to dividing combat damage. See rules 409.1e and 310.2. @@ -1910,18 +2008,21 @@ Enchant Artifact -An enchant artifact is a local enchantment. See also Local Enchantment. +An enchant artifact is a local enchantment. It can enchant only a permanent that's an artifact. See also Local Enchantment. + +Enchant Artifact Creature +An enchant artifact creature is a local enchantment. It can enchant only a permanent that's both an artifact and a creature. It is treated as both an enchant artifact and enchant creature. See also Local Enchantment. Enchant Creature -An enchant creature is a local enchantment. See also Local Enchantment. +An enchant creature is a local enchantment. It can enchant only a permanent that's a creature. See also Local Enchantment. Enchant Enchantment -An enchant enchantment is a local enchantment. See also Local Enchantment. +An enchant enchantment is a local enchantment. It can enchant only a permanent that's an enchantment. See also Local Enchantment. Enchant Land -An enchant land is a local enchantment. See also Local Enchantment. +An enchant land is a local enchantment. It can enchant only a permanent that's a land. See also Local Enchantment. Enchant Permanent -An enchant permanent is a local enchantment. See also Local Enchantment. +An enchant permanent is a local enchantment. It can enchant any type of permanent. See also Local Enchantment. Enchant Player -An enchant player is a local enchantment. See also Local Enchantment. +An enchant player is a local enchantment. It can enchant only a player. See also Local Enchantment. @@ -1942,2 +2043,12 @@ +Entwine +Entwine is a static ability that functions while the card is on the stack. The phrase "Entwine [cost]" means "You may choose to use all modes of this spell instead of just one. If you do, you pay an additional [cost]." When the spell resolves, if the entwine cost was paid, follow the text of each of the modes in the order they're written on the card. See rule 502.32, "Entwine." + +Equip +Equip is an activated ability. The phrase "Equip [cost]" means "[cost]: Move this Equipment onto target creature you control. Play this ability only any time you could play a sorcery." See rule 502.33, "Equip," and rule 212.2, "Artifacts." + +Equipment +Some artifacts have the subtype "Equipment." These artifacts be attached to (can "equip") creatures. They can't equip objects that aren't creatures. An Equipment is played and comes into play just like any other artifact. Equipment doesn't come into play equipping a creature. The equip keyword ability moves the Equipment onto a creature you control. (See rule 502.33, "Equip.") The creature an Equipment is attached to is called "equipped." The Equipment is attached to, or "equips," that creature. + An Equipment that's also a creature or an Equipment that loses the subtype "Equipment" can't equip a creature. An Equipment can't equip itself. An Equipment that equips an illegal or nonexistent permanent stops equipping that permanent, but remains in play. (This is a state-based effect. See rule 420.) + Evasion Ability @@ -2046,2 +2156,8 @@ +Imprint +Imprint is a static ability, written "Imprint - [text]." The phrase "Imprint - [ability]" means "Cards in the removed-from-game zone that were removed from the game by this ability are imprinted on this permanent." See rule 502.34, "Imprint." + +Imprinted [type] card +The phrase "imprinted [type] card" means the card of that type that's imprinted on the permanent. If a permanent has more than one card of that type imprinted on it, each of those cards is an "imprinted [type] card." See rule 502.34, "Imprint." + In Play @@ -2088,3 +2204,3 @@ Land -Land is a type. Lands aren't spells and don't go on the stack; they are simply played 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 212.6, "Lands." +Land is a type. Lands aren't spells and don't go on the stack; they are simply played 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. If an object is both a land and another type, it can only be played as a land. It can't be played as a spell. See rule 212.6, "Lands." @@ -2125,3 +2241,3 @@ Life, Life Total -Life total is a sort of score. Each player starts the game with 20 life. A player whose life total drops to 0 or less loses. This is a state-based effect. See rule 420.5. +Life total is a sort of score. Each player starts the game with 20 life. Any increase in a player's life total is considered to be gaining life. Any decrease in a player's life total is considered to be losing life. A player whose life total drops to 0 or less loses. This is a state-based effect. See rule 420.5. @@ -2201,4 +2317,5 @@ Move -An effect 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 effect would move it, nothing happens. Similarly, an enchantment can't be moved onto a permanent it couldn't enchant; if this kind of move is attempted, the enchantment stays where it was. - A moved enchantment stops enchanting the previous permanent and starts enchanting the new one, and it receives a new timestamp. Nothing else about the enchantment changes. The enchantment never left play, so no comes-into-play or leaves-play triggered abilities will trigger. If an ability of the moved enchantment affecting "enchanted [permanent]" was on the stack when the enchantment moved, it will affect the new enchanted permanent when it resolves, not the old one. +An effect may instruct a player to "move" a local enchantment, Equipment, or a counter from one permanent to another. If the enchantment, Equipment, or counter no longer exists or the new permanent is no longer in play when the effect would move it, nothing happens. Similarly, an enchantment or Equipment can't be moved onto a permanent it couldn't enchant or equip; if this kind of move is attempted, the enchantment or Equipment stays where it was. + A moved enchantment stops enchanting the previous permanent and starts enchanting the new one, and it receives a new timestamp. Nothing else about the enchantment changes. The enchantment never left play, so no comes-into-play or leaves-play triggered abilities will trigger. If an ability of the moved enchantment affecting "enchanted [permanent]" was on the stack when the enchantment moved, it will affect the new enchanted permanent when it resolves, not the old one. The same is true for moved Equipment. + The equip ability can move Equipment onto a creature or from one creature to another. @@ -2238,3 +2355,3 @@ Order -The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped, and what enchants them must remain clear to both players. See rule 217.1b. +The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped, and what enchants or equips them must remain clear to both players. See rule 217.1b. @@ -2330,3 +2447,8 @@ Protection -Protection is a static ability. A permanent with protection from [quality] can't be targeted by [quality] spells, targeted by abilities from a [quality] source, or enchanted by [quality] enchantments. Such enchantments enchanting the permanent with protection will be put into their owners' graveyards as a state-based effect. If a creature with protection attacks, it can't be blocked by [quality] creatures. In addition, all damage dealt to it from [quality] sources is prevented. See rule 502.7, "Protection." +Protection is a static ability, written "Protection from [quality]." See rule 502.7, "Protection." + A permanent with protection can't be targeted by spells with the stated quality and can't be targeted by abilities from a source with the stated quality. + A permanent with protection can't be enchanted by enchantments that have the stated quality. Such enchantments enchanting the permanent with protection will be put into their owners' graveyards as a state-based effect. (See rule 420, "State-Based Effects.") + A permanent with protection can't be equipped by Equipment that has the stated quality. Such Equipment stops equipping that permanent, but remains in play. (See rule 420, "State-Based Effects.") + Any damage that would be dealt by sources that have the stated quality to a permanent that has protection is prevented. Any damage that would be dealt to a permanent with protection from sources having that quality is prevented. + If a creature with protection attacks, it can't be blocked by creatures that have the stated quality. @@ -2426,3 +2548,3 @@ Special Action -Special actions are actions that can be taken when a player has priority. The player who took the special action gains priority after taking it. The special actions are playing a land, turning a face-down permanent face up, ending continuous effects, stopping certain delayed triggered abilities, and ignoring or suspending certain static abilities. See rule 408.1i and rule 408.2, "Actions That Don't Use the Stack." +Special actions are actions that can be taken when a player has priority. The player who took the special action gets priority after taking it. The special actions are playing a land, turning a face-down permanent face up, ending continuous effects, stopping certain delayed triggered abilities, and ignoring or suspending certain static abilities. See rule 408.1i and rule 408.2, "Actions That Don't Use the Stack." @@ -2459,3 +2581,3 @@ Subtype -A card can have one or more subtypes printed on its type line. Creature and land subtypes are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Creature subtypes are also called "creature types." Land subtypes are also called "land types." Creatures and lands may have multiple subtypes. Enchantment subtypes consist of the word "enchant" and the word(s) that follows it: "enchant creature," "enchant land," etc. A card with the type "enchantment" has no subtype. Artifacts, instants and sorceries don't have subtypes. See rule 205.3, "Subtypes," and rule 212, "Type, Supertype, and Subtype." +A card can have one or more subtypes printed on its type line. Artifact, creature, and land subtypes are always single words and are listed after a long dash. Each word after the dash is a separate subtype. Artifact subtypes are also called "artifact types." Creature subtypes are also called "creature types." Land subtypes are also called "land types." Artifacts, creatures, and lands may have multiple subtypes. If an artifact creature card has subtypes printed on its type line, those subtypes are creature types. If an artifact land card has subtypes printed on its type line, those types are land types. Enchantment subtypes consist of the word "enchant" and the word(s) that follows it: "enchant creature," "enchant land," etc. A card with the type "enchantment" has no subtype. Instants and sorceries don't have subtypes. See rule 205.3, "Subtypes," and rule 212, "Type, Supertype, and Subtype." @@ -2492,2 +2614,4 @@ An activated or triggered ability is targeted if it uses the phrase "target [something]," where the "something" is a phrase that describes an object or player. + Local-enchantment spells are always targeted, even though they don't use the phrase "target [something]." They target the permanent or player they will enchant. (See rule 415.3.) A local-enchantment permanent doesn't target anything. + Neither Equipment spells nor Equipment permanents are targeted. (See rule 415.3.) An Equipment may have abilities which are targeted. A spell or ability on the stack can't target itself. @@ -2507,3 +2631,3 @@ Timestamp Order -An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (1) If two or more objects enter a zone simultaneously, the active player determines their timestamp order at the time they enter that zone. (2) Whenever a local enchantment becomes attached to a permanent, the enchantment receives a new timestamp. (3) Permanents that phase in keep the same timestamps they had when they phased out. See rule 418.5e. See also Depend On. +An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (1) If two or more objects enter a zone simultaneously, the active player determines their timestamp order at the time they enter that zone. (2) Whenever a local enchantment or Equipment becomes attached to a permanent, the enchantment or Equipment receives a new timestamp. (3) Permanents that phase in keep the same timestamps they had when they phased out. See rule 418.5e. See also Depend On. Continuous effects generated by static abilities have the same timestamp as the object that generated them. Continuous effects generated by the resolution of a spell or ability receive a timestamp at the time they're created. @@ -2626,5 +2750,5 @@ -These rules are current as of July 1, 2003. +These rules are current as of October 1, 2003. -Published by Wizards of the Coast, Inc., P.O. Box 707, Renton WA 98057-0707, U.S.A. All trademarks, including character names and their distinctive likenesses, and the {oW}{oU}{oB}{oR}{oG}{oT} symbols, are property of Wizards of the Coast, a subsidiary of Hasbro, Inc. (c)1993-2003 Wizards. U.S. Pat. No. RE 37,957. +Published by Wizards of the Coast, Inc., P.O. Box 707, Renton WA 98057-0707, U.S.A. Wizards of the Coast, Magic: The Gathering, Magic, DCI, Oracle, Ice Age, Vanguard, Exodus, Portal Three Kingdoms, Odyssey, and Judgment are trademarks of Wizards of the Coast, Inc. in the U.S.A. and other countries. (c)1993-2003 Wizards. U.S. Pat. No. RE 37,957. @@ -2645,8 +2769,11 @@ U.K., Eire, and South Africa -Hasbro Consumer Services Ltd. +Wizards of the Coast, Inc. +Consumer Affairs +P.O. Box 43 Caswell Way Newport -Gwent NP9 0YH +NP19 4YD GREAT BRITAIN -Tel: 0800-3287007 +Tel: + 800 22 427276 +Fax: + 44 1633 282693 Email: wizards@hasbro.co.uk @@ -2660,21 +2787,4 @@ Tel: +32.70.233.277 +Fax: +32.2.464.09.59 Email: custserv@hasbro.co.uk - -France -Wizards of the Coast, France/ -Groupe Hasbro France, S.A. -Savoie Technolac C6 -73383 Le-Bourget-du-Lac Cedex -FRANCE -Tel: (+33) 04-79-96-47-61 -Fax: (+33) 04-79-96-47-93 -Email: custserv-fr@hasbro.co.uk - -Italy -Hasbro Italy S.r.l. -Centro Direzionale Milanofiori -Strada 7, Palazzo R1 -20089 Rozzano (MI) -ITALIA -Tel: 199-111-543