--- 011022.txt Mon Oct 22 16:07:30 2001 +++ 022002.txt Sun Feb 24 00:02:28 2002 @@ -1,6 +1,6 @@ Magic: The Gatheringr Comprehensive Rules -These rules are current as of September 24, 2001. +These rules are current as of February 20, 2002. Introduction @@ -246,9 +246,9 @@ 203.2. A card is the color or colors of the mana symbols in its mana cost, regardless of the color of its border. For example, a card with a mana cost of 2W is white, and one with a mana cost of 2WB is both white and black. Cards with no colored mana symbols in their mana costs are colorless. -Cards with more than one colored mana symbol in their mana costs are multicolored. -Multicolored cards are printed with a gold frame, but this is not a requirement for a card to be -multicolored. +Cards with more than one of the five colored mana symbols in their mana costs are +multicolored. Multicolored cards are printed with a gold frame, but this is not a requirement for +a card to be multicolored. 203.3. The converted mana cost of a card is the total amount of mana in the mana cost, regardless of color (For example, a mana cost of 3UU translates to a converted mana cost of 5). The converted @@ -436,6 +436,12 @@ 214.7b Plurality and gender are ignored when determining creature types. Example: Ogre, Ogres, Ogress, and Ogresses all count as the same creature type-Ogre. +214.7c A creature's activated ability with the tap symbol in its activation cost can't be played +unless the creature has been under its controller's control since the start of his or her most +recent turn. A creature can't attack unless it has been under its controller's control since +the start of his or her most recent turn. Ignore this rule for creatures with haste (see rule +502.5). + 214.8. Enchantments 214.8a A global enchantment simply has "enchantment" as its type. Local enchantments comprise @@ -754,9 +760,10 @@ 300.5. When a phase or step begins, any abilities that trigger "at the beginning of" that phase or step are added to the stack. -300.6. Some spells and abilities can give a player extra turns. If a player gets multiple extra turns or -if both players get extra turns during a single turn, the extra turns are taken in the order effects -created them. +300.6. Some spells and abilities can give a player extra turns. They do this by adding the turns +directly after the current turn. If a player gets multiple extra turns or if both players get extra +turns during a single turn, the extra turns are added one at a time. The most recently created +turn will be taken first. 301. Beginning Phase @@ -839,25 +846,22 @@ 308. Declare Attackers Step -308.1. The active player declares which, if any, creatures he or she controls are attacking. Only +308.1. The active player declares which, if any, creatures he or she controls will attack. Only creatures can attack, and the following creatures can't attack: tapped creatures (even those that can attack without tapping), Walls, and creatures the active player didn't control continuously since the beginning of the turn. This declaration is simultaneous, not sequential, and doesn't go on the stack. Any triggered ability generated during this action waits until a player would receive priority. -308.1a A creature is considered attacking alone if it's the sole creature declared as an attacker in a -given combat phase. - 308.2. The active player determines whether the attack is legal. (See section 5, "Additional Rules.") -If it is, he or she taps all attacking creatures. Tapping a creature when it is declared as an +If it is, he or she taps all creatures that will attack. Tapping a creature when it is declared as an attacker is not a cost; attacking simply causes creatures to become tapped. Then the player pays all required costs. Other costs and/or restrictions may also apply. (See rule 409.1f.) The active player may play mana abilities at this time only if an attack cost includes a mana payment. 308.3. If the proposed attack isn't legal or the active player can't pay all required costs, all actions -described in rules 308.1 and 308.2 are canceled. Then the active player redeclares attacking -creatures. (See rule 422, "Handling Illegal Actions.") +described in rules 308.1 and 308.2 are canceled. Then the active player redeclares which +creatures will attack. (See rule 422, "Handling Illegal Actions.") 308.4. If no creatures are declared as attackers, the game proceeds directly to the end of combat step, skipping the remainder of the declare attackers step as well as the entire declare blockers and @@ -869,6 +873,9 @@ first. The nonactive player is considered to have been attacked that turn at this time if one or more creatures are attacking. +308.5a A creature is considered attacking alone if it's the sole creature declared as an attacker in a +given combat phase. + 308.6. After a legal attack has been declared and all required costs have been paid, the active player receives priority to play spells and abilities. @@ -881,26 +888,22 @@ creature to tap.) This declaration is simultaneous, not sequential, and doesn't go on the stack. Any triggered ability generated during this action waits until a player would receive priority. -309.1a A creature is considered blocking alone if it's the sole creature declared as a blocker in a -given combat phase. - 309.2. The defending player determines whether the block is legal. (See section 5, "Additional Rules.") If it is, he or she pays all required costs. A player may play mana abilities at this time only if a blocking cost that player could pay includes a mana payment. -309.2a. If the proposed block isn't legal or the defending player can't pay all required costs, all -actions described in rules 309.1 and 309.2 are canceled. Then the defending player -redeclares blocking creatures. (See rule 422, "Handling Illegal Actions.") +309.3. If the proposed block isn't legal or the defending player can't pay all required costs, all +actions described in rules 309.1 and 309.2 are canceled. Then the defending player redeclares +blocking creatures. (See rule 422, "Handling Illegal Actions.") -309.3. A creature becomes a blocking creature when it has been declared as part of a legal block and +309.4. A creature becomes a blocking creature when it has been declared as part of a legal block and all block costs have been paid, but only if it's controlled by the defending player. An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no blockers becomes an unblocked creature. The creature's status remains unchanged until the creature is removed from combat or the combat phase ends, whichever comes first. -309.4. Once a creature has been declared as a blocker, the block can't be "undone" by playing a spell -or ability that removes it from combat, makes the attacking creature unblockable, or would have -made the blocker unable to block earlier. +309.4a A creature is considered blocking alone if it's the sole creature declared as a blocker in a +given combat phase. 309.5. After all legal blocks have been declared and all required costs have been paid, the active player receives priority to play spells and abilities. @@ -1049,9 +1052,10 @@ instance; refer to the specific ability for more information. 402.8. Abilities function only while the permanent with the ability is in play unless the ability states -otherwise. -Example: Black spells and abilities from black sources can target a card with protection from -black when it's in a library or graveyard. +otherwise or unless the ability can only work, trigger, or be played in a zone other than the in- +play zone. +Example: An ability with a cost that includes "discard this card from your hand" can be played +only if the card is in your hand. 402.9. Some cards have abilities that can be played when the card is not in play. These are clearly marked (for example, "Play this ability only if [this card] is in your graveyard"). These abilities @@ -1285,7 +1289,9 @@ variable mana cost (indicated by "X") or some other variable cost, the player announces the value of that variable at this time. If the spell or ability has alternative, additional, or other special costs (such as buyback or kicker costs), the player announces his or her -intentions to pay any or all of those costs (see rule 409.1f). +intentions to pay any or all of those costs (see rule 409.1f). Previously made choices (such +as choosing to play a spell with flashback from his or her graveyard) may restrict the +player's options when making these choices. 409.1c If the spell or ability requires any targets, the player first announces how many targets he or she will choose (if the spell or ability has a variable number of targets), then announces @@ -1408,10 +1414,13 @@ 410.10. Trigger events that involve cards or permanents changing zones are called "zone-change triggers." Many abilities with zone-change triggers attempt to do something to that card after it changes zones. During resolution, these abilities look for the card in the zone that it moved to. -If the card leaves the specified zone before the ability resolves, the part of the ability attempting -to do something to the card will fail to do anything. (This rule applies even if the card leaves -the zone and returns again before the ability resolves.) The most common types of zone-change -triggers are comes-into-play triggers and leaves-play triggers. +If the card is unable to be found in the zone it went to, the part of the ability attempting to do +something to the card will fail to do anything. The ability could be unable to find the card +because the card never entered the specified zone, because it left the zone before the ability +resolved, or because it is in a zone that is hidden from a player, such as a library or an +opponent's hand. (This rule applies even if the card leaves the zone and returns again before +the ability resolves.) The most common types of zone-change triggers are comes-into-play +triggers and leaves-play triggers. 410.10a Comes-into-play abilities trigger when a permanent enters the in-play zone. These are written, "When [this card] comes into play, . . . " or "Whenever a [type] comes into play, . . @@ -1502,10 +1511,13 @@ one. 412.3. Some static abilities apply while a spell is on the stack. These are often abilities that refer to -countering the spell. - -412.4. Some static abilities apply while a card is in your hand. These are limited to those that read, -"you may play [this spell] . . ." and "you can't play [this spell] . . . ." +countering the spell. Also, abilities that say "As an additional cost to play . . ." and "You may +pay [cost] rather than paying [this card]'s mana cost" work while the card is a spell on the +stack. + +412.4. Some static abilities apply while a card is in any zone that you could play it from (usually +your hand). These are limited to those that read, "you may play [this card] . . ." and "you can't +play [this card] . . . ." 412.5. Unlike spells and other kinds of abilities, static abilities can't use a card or permanent's last known information for purposes of determining how their effects are applied. @@ -1676,8 +1688,11 @@ number of cards in your hand" counts the number of cards in the controller's hand when the spell resolves and grants that bonus for the rest of the turn, even if the hand size changes. -418.3d If an effect's duration is over before it would begin, the effect does nothing-it doesn't -start and immediately stop again, and it doesn't last forever. +418.3d Some effects from activated or triggered abilities have durations worded "as long as . . ." +If the "as long as" duration ends between the end of announcing the activated ability or +putting the triggered ability onto the stack and the moment when the effect would first be +applied, the effect does nothing. It doesn't start and immediately stop again, and it doesn't +last forever. Example: Endoskeleton is an artifact with an activated ability that reads "2, T: Target creature gets +0/+3 as long as Endoskeleton remains tapped." If you play this ability and then Endoskeleton becomes untapped before the ability resolves, it does nothing, because its @@ -1794,10 +1809,12 @@ 419.7b Some prevention effects refer to a specific amount of damage-for example, "Prevent the next 3 damage to target creature or player this turn." These work like ablative shields. -Each 1 damage that would be dealt to the "shielded" creature or player instead reduces -the shield by 1. Once the shield has been reduced to 0, any remaining damage is dealt -normally. Such effects count only the amount of damage; the number of events or sources -dealing it doesn't matter. +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. 419.7c Some prevention effects apply to damage from a specified source-for example, "The next time a red source of your choice would deal damage to you this turn, prevent that @@ -1810,10 +1827,10 @@ damage dealt by it. It's possible for the source to be out of play by the time the spell or ability resolves. Some abilities that generate prevention effects can affect damage only from a source -with certain characteristics, such as a creature or a source of a particular color. When -prevention "shields" with these types of restrictions are used, they recheck the source -from which they're preventing damage. If the characteristics no longer match, the damage -isn't prevented. +with certain characteristics, such as a creature or a source of a particular color. When the +chosen source would deal damage, a prevention "shield" with this type of restriction +rechecks the source'. If the characteristics no longer match, the damage isn't prevented. If +for any reason the shield prevents no damage, the shield isn't used up. 419.8. Interaction of Replacement or Prevention Effects @@ -2110,10 +2127,10 @@ 502.10a Banding is a static ability that modifies the rules for declaring attackers, declaring blockers, and assigning combat damage. -502.10b As a player declares attackers, he or she may declare that any number of attacking -creatures with banding, and up to one attacking creature without banding, are all in a -"band." (Defending players can't declare bands but may use banding in a different way; -see rule 502.10h.) +502.10b As a player declares attackers, he or she may declare that any number of those creatures +with banding, and up to one of those creatures without banding, are all in a "band." +(Defending players can't declare bands but may use banding in a different way; see rule +502.10h.) 502.10c A player may declare as many attacking bands as he or she wants, but each creature may be a member of only one of them. @@ -2361,7 +2378,7 @@ cards in your graveyard, this card has '[text].'" 502.23b Cards and permanents with threshold have the threshold text only if their controller has -seven or more cards in his or her graveyard. Otherwise, the text after "Threshold -" is +seven or more cards in his or her graveyard. Otherwise, the text after "Threshold - is treated as though it did not appear on the card or permanent. 502.23c An instant or sorcery card with threshold has the threshold text only while the card is @@ -2369,6 +2386,21 @@ with threshold, or any permanent with threshold, has the threshold text only if the card or permanent is in play. +502.24. Madness + +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." + +502.24b Playing a spell using its madness ability follows the rules for paying alternative costs in +rules 409.1b and 409.1f. + 503. Copying Spells and Abilities 503.1. A copy card is a card that creates or becomes a "copy" of another spell, permanent, or card. @@ -2729,6 +2761,9 @@ colorless because they have no colored mana in their mana costs. A land or artifact can be given a color by an effect. +Colorless mana +The numeral mana symbols, X, and Y can represent colorless mana as well as a generic mana cost. + Combat Damage Combat damage is dealt during the combat damage step of the combat phase by attacking creatures and blocking creatures. It doesn't include damage dealt by spells and abilities during the combat @@ -2736,7 +2771,7 @@ Combat Phase Combat is the third phase of the turn. The combat phase has five steps: beginning of combat, declare -attackers, declare blockers, combat damage, and end of combat. See rules 306-311. +attackers, declare blockers, combat damage, and end of combat. See rules 306.11. Comes into Play A permanent comes into play when the card or token representing it is moved into the in-play zone. A @@ -2792,10 +2827,11 @@ 1. To counter a spell or ability is to cancel it, removing it from the stack zone. It doesn't resolve and none of its effects occur. A countered spell is put into its owner's graveyard. 2. A counter is a marker placed on a permanent, either modifying its characteristics or interacting -with an ability. For example, some creatures come into play with a number of +1/+1 counters, -increasing their power and toughness. Counters with the same name or description are -interchangeable. Counters may also be given to players. For information about poison counters, see -rule 102.8. +with an ability. A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that +permanent's power and Y to that permanent's toughness. These bonuses are added after permanent- +type changing effects and before other power and toughness changing effects. Counters with the same +name or description are interchangeable. Counters may also be given to players. For information about +poison counters, see rule 102.8. Counts As (Obsolete) Some older cards were printed with text stating that the card "counts as" something. As far as the @@ -2935,14 +2971,21 @@ that reads "Whenever [name] becomes blocked by a creature." Exchange -A spell or ability may instruct players to exchange something (for example, life totals or control of two -permanents) as part of its resolution. When such a spell or ability resolves, if it can't exchange the +A spell or ability may instruct two players to exchange something (for example, life totals or control of +two permanents) as part of its resolution. When such a spell or ability resolves, if it can't exchange the chosen things, it has no effect on them. For example, if a spell attempts to exchange control of two -target creatures but one of those creatures is destroyed before it resolves, the spell does nothing to the -other creature. +target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing +to the other creature. Or if a spell attempts to exchange control of two target creatures but both of those +creatures are controlled by the same player, the spell does nothing to the two creatures. + When control of two permanents is exchanged, each player simultaneously gains control of the +permanent that was controlled by the other player. When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player's previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. + Some spells or abilities may instruct a player to exchange cards in two different zones (for example, +cards removed from the game and cards in a player's hand). These spells and abilities work the same as +other "exchange" spells and abilities, except they can exchange the cards only if all the cards are owned +by the same player. Expansion Symbol The small icon printed below the right edge of the illustration on a Magic card is the expansion @@ -3004,6 +3047,10 @@ Seventh EditionT [symbol] + OdysseyT [symbol] + + TormentT [symbol] + Starter-Level Sets PortalT [symbol] @@ -3261,7 +3308,9 @@ Numeral symbols (such as 1) are generic mana costs and represent an amount of mana that can be paid with any color of, or colorless, mana. The symbols X and Y represent unspecified amounts of mana; when playing a spell or activated -ability with X or Y in its cost, its controller decides the value of that variable. +ability with X or Y in its cost, its controller decides the value of that variable. + Numeral symbols, X, and Y can also represent colorless mana if they appear in the effect of a spell or +of a mana ability that reads "add [mana symbol] to your mana pool" or something similar. The symbol 0 represents zero mana and is used as a placeholder when a spell or activated ability costs nothing to play. A spell or ability whose cost is 0 must still be played the same way as one with a cost greater than zero; it won't play itself automatically. @@ -3280,7 +3329,7 @@ Modal, Mode A spell is modal if it offers a choice of effects. Its controller must choose the mode as part of playing the spell. On current cards, modal spells are always written "Choose one - " or "[a specified player] -chooses one- ." +chooses one - ." Mono Artifact (Obsolete) Earlier versions of the rules provided support for the "mono artifact" card type. All mono artifact cards @@ -3696,6 +3745,11 @@ be tapped and untapped just like cards, though an alternative to rotation might be needed to distinguish their status. See rule 216, "Tokens." +Tombstone Icon +Starting with the Odyssey set, a tombstone icon appears to the left of the name of any card with an +ability that's relevant in a player's graveyard. The purpose of the icon is to make those cards stand out +when they're in a graveyard. This icon has no effect on game play. + Total Casting Cost (Obsolete) Some older cards were printed with the term "total casting cost" to describe the converted mana cost of a spell. In general, cards that were printed with the term "total casting cost" now use the term @@ -3836,11 +3890,11 @@ -These rules are current as of September 24, 2001. +These rules are current as of February 20, 2002. 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 WUBRGT symbols, are property of -Wizards. c1993-2001 Wizards. U.S.A. patent 5662332. +Wizards. (C)1993-2002 Wizards. U.S.A. patent 5662332. Questions?