============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2003/09/15 ============================================================================== Rulings are collected from many sources. See credits and disclaimer at the end of the file for details. This is the first release is under rules used by EIGHTH EDITION. These rulings are updated monthly. The most recent version is available on the web (WWW) as the following: http://www.crystalkeep.com/magic/rules/index.html This document contains the complete text of the Magic: The Gathering Comprehensive Rules document published by Wizards of the Coast. These rules are noted with numbered entries. It also contains additional rulings to clarify or explain some rules. These are marked with the word "Ruling". A '+' is used to mark changes since the 2003/07/24 release. Thanx, Stephen. ---- Stephen D'Angelo | Official Rulings Summary NetRep dangelo@crystalkeep.com | Network Representative, Wizards of the Coast, Inc. ============================================================================== Table of Contents: ------------------------------------------------------------------------------ No changes to this section. 1 - The Game ------------------------------------------------------------------------------ 100 - General + Note - Also see Rule 202.3 for how to deal with non-English cards. 2 - Parts of the Game ------------------------------------------------------------------------------ 203 - Mana Cost and Color + 203.Ruling.1 - If a cost has an "X" in it, the mana cost equals the amount announced as part of playing the spell or ability while it is on the stack, but if the card in any other zone, X is treated as zero. [D'Angelo 2003/09/08] See Rule G24.1a. 217.2 - Library + 217.2.Ruling.1 - If player puts two or mre cards on the top or bottom of another player's library (as with Misinformation), that player may arrange them in any order (unless otherwise specified) and doesn't reveal this order to the owner of the library. [D'Angelo 2003/09/08] 3 - Turn Structure ------------------------------------------------------------------------------ No changes to this section. 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 410 - Handling Triggered Abilities + 410.Ruling.1 - Cards that are not in play that have text that defines a trigger do work. For example, Dragon Scales does trigger on the appropriate creature coming into play. [Jordan 2003/07/27] The text of Rule 410.10a is too narrow in saying that only permanents in play can trigger. 418.5 - Interaction of 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 Object"), (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 otehr 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 (Rule 418.5b through Rule 418.5g). [WotC Rules Team 2003/09/01] Example: A player plays an artifact's ability that reads "{2}: 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. [CompRules 2003/07/01] + 418.5.Ruling.1 - If a single ability creates multiple different effects and those effects could be applied in more than one layer (as per Rule 418.5a), apply each of the effects in the appropriate layer. [WotC Rules Team 2003/09/01] 5 - Additional Rules ------------------------------------------------------------------------------ 502.2 - First Strike + Note - Also see Rule G6.4, "First Strike". 502.3 - Flanking + 502.3.Ruling.1 - This may kill the blocker prior to damage being assigned in combat, but the attacker is still blocked. [D'Angelo 1998/02/03] + 502.3.Ruling.2 - Flanking applies to blockers which are not assigned to the Flanking creature directly. For example, creatures that become blockers due to blocking a member of a band which includes the Flanking creature are subject to the Flanking -1/-1 ability. [D'Angelo 1999/05/01] + 502.3.Ruling.3 - Gaining Flanking after blockers are declared will have no effect on the blockers because the time for Flanking to trigger has already passed. [D'Angelo 1999/05/01] + 502.3.Ruling.4 - If an attacking creature has multiple instances of the Flanking ability, even one instance of Flanking on the blocking creature will negate the effect. [D'Angelo 1998/06/15] + Note - Also see Rule G6.6, "Flanking". 502.4 - Flying + Note - Also see Rule G6.11, "Flying". 502.5 - Haste + 502.5.Ruling.1 - Haste removes the normal "cannot attack" restriction due to not being controlled at the start of a player's turn. It does not remove any other combat restrictions. For example, it will not make a Wall able to attack, give you a second attack in a turn, or allow you to attack using a Raging Goblin if the defending player has Island Sanctuary activated. [D'Angelo 2000/11/17] + Note - Also see Rule G8.2, "Haste". 502.6 - Landwalk + Note - Also see Rule G12.4, "Landwalk". 502.7 - Protection + 502.7.Ruling.1 - The Protection ability does not grant immunity to effects. Only the specific list in Rule 502.7b is granted. So, untargeted spells and abilities can affect the creature. For example, Wrath of God can affect a creature with Protection from White because Wrath of God is not targeted. And creatures with Protection from Red are still affected by the untargeted static ability of Orcish Oriflamme. [D'Angelo 1999/05/01] + 502.7.Ruling.2 - Untargeted spells and abilities which do damage will assign damage to the creature, but that damage will be prevented by the Protection ability so the damage is never actually dealt. For example, Pestilence cannot damage a White Knight. The ability is untargeted, but the damage is prevented. [D'Angelo 1999/05/01] + 502.7.Ruling.3 - Not being enchantable by enchantments of the given quality means that the appropriate local enchantment (Enchant Creature) cards are put into the graveyard if they are ever on the creature. So giving a card protection will put any existing local enchantments of that color into the graveyard. This is a state-based effect. [D'Angelo 2001/07/23] + 502.7.Ruling.4 - Protection does not protect any enchantments on the creature from being targeted. [D'Angelo 1998/02/03] + 502.7.Ruling.5 - Protection only works while the card is in play, so it does not prevent the spell from being targeted in the graveyard or on the spell stack. This means a Counterspell can target a spell that would create a creature with Protection from Blue, and that Raise Dead can target a creature in the graveyard with Protection from Black. [D'Angelo 1999/11/23] + 502.7.Ruling.6 - Protection from Instants and Sorceries means that the permanent cannot be targeted by an instant or a sorcery and that damage that would be dealt by an instant or a sorcery to that permanent is prevented. [Odyssey FAQ 2001/10/04] + 502.7.Ruling.7 - Protection from Creatures means that the permanent cannot be the target of abilities of creatures, that damage from a creature is prevented, and that it cannot be blocked by a creature. [Odyssey FAQ 2001/10/04] + 502.7.Ruling.8 - Protection from Enchantments means that the permanent cannot be target of enchantment spells or the abilities of enchantment, that damage from enchantments is prevented, that it cannot be enchanted by any enchantments, and that it cannot be blocked by any enchantment that also happens to be a creature. [Odyssey FAQ 2001/10/04] + Note - Also see Rule G16.23, "Protection". 502.8 - Shadow + 502.8.Ruling.1 - It is possible for Banding to result in a Shadow creature blocking or being blocked by a non-Shadow creature. This is legal. [D'Angelo 1998/02/03] + Note - Also see Rule G19.5, "Shadow". 502.9 - Trample + 502.9.Ruling.1 - As per Rule 502.9b, you are not required to assign damage to the defending player and you are not required to divide the damage among the blockers in any particular way, but if you do assign it so that all the blockers receive lethal damage, you have the option to assign to the defending player. Example: If a Force of Nature (8/8 Trample) is blocked by three 2/2 creatures, you could a) assign all 8 damage to one blocker, b) 4 to each of two blockers, c) 3 to one 3 to another and 2 to the third, d) 3 to one, 2 to each other, and 1 to the defending player, e) 2 to each blocker and 2 to the defending player, and so on. [D'Angelo 2001/08/15] + 502.9.Ruling.2 - As per Rule 502.9d, assigning damage from a Trample creature only considers the actual toughness of the creature, not any abilities or effects that might prevent or redirect damage once it is assigned. Another way of thinking of this is that you need to assign enough damage that the creature would be lethally damaged if nothing prevented or redirected the damage. Example: If a 2/2 creature with Protection from Green blocked a Force of Nature, you would only need to assign 2 damage to it, even though that damage will be prevented by the ability. [D'Angelo 2001/07/23] + Note - Also see Rule G20.15, "Trample". 502.10 - Banding + 502.10.Ruling.1 - If a creature dies before damage is assigned, it does not count toward determining who assigns combat damage as per Rule 502.10h. If it dies after damage is assigned, but before it is dealt, the damage is still distributed as assigned. [D'Angelo 2003/09/08] + 502.10.Ruling.2 - Effects that change how damage can be assigned or that offer other options for damage assignment do fall under the "damage sharing" rule (Rule 502.10h). For example, the Thorn Elemental or Butcher Orgg choices would be made by the defending player if banding is present in the blockers. [Jordan 2003/05/19] + Note - Also see Rule G2.1, "Banding". 502.12 - Rampage + 502.12.Ruling.1 - Rampage does apply to blockers which are not assigned to the Rampage creature directly. For example, creatures that become blockers due to blocking a member of a band which includes the Rampage creature do count as additional blockers for the Rampage ability. [D'Angelo 1999/05/01] + Note - Also see Rule G18.1, "Rampage". 502.13 - Cumulative Upkeep + 502.13.Ruling.1 - The result of adding counters is that the cost to be paid is one times the cost the first time it is paid, two times the cost the second time, three times the cost the third time, and so on. Example: If a card has "Cumulative Upkeep: {B} and 2 life", you pay {B} and 2 life on the first upkeep, {B}{B} and 4 life on the next upkeep, {B}{B}{B} and 6 life on the next upkeep, and so on. [D'Angelo 1998/02/03] + 502.13.Ruling.2 - If cumulative upkeep is not paid for some period of time because the permanent is not in play or was temporarily changed so that it no longer had a cumulative upkeep, the cumulative upkeep tracking is not reset because the cumulative upkeep counters are not removed. Payment resumes as soon as it applies. [D'Angelo 1999/05/01] + 502.13.Ruling.3 - Cumulative upkeep is not reset if the permanent changes controllers, because the counters are not removed. [D'Angelo 1999/05/01] + 502.13.Ruling.4 - Permanents which count their last paid cumulative upkeep count the number of cumulative upkeep counters on the card and multiply by the cost per counter. [D'Angelo 1999/05/01] + 502.13.Ruling.5 - This ability is put on the stack (see Rule T.2) at the beginning of upkeep. If the permanent leaves play before this ability resolves, you still have to resolve it. Of course, you can just decide not to pay and there will be nothing to sacrifice. But you can also choose to pay if you really want to. [D'Angelo 1999/05/01] + 502.13.Ruling.6 - If the cumulative upkeep cost somehow changes between the time the ability is placed on the stack and when it resolves, use the cost at the time it was put on the stack. [DeLaney 2000/01/13] + Note - Also see Rule G3.31, "Cumulative Upkeep". 502.15 - Phasing + Note - Also see Rule G16.8, "Phasing". 502.16 - Buyback + 502.16.Ruling.1 - The spell does not go to your hand if it is countered. [D'Angelo 1999/04/23] Remember that a targeted spell is countered if all of its targets are illegal on resolution. [D'Angelo 1999/04/23] + 502.16.Ruling.2 - Cost reducing effects can be applied to Buyback costs. [D'Angelo 1997/10/17] + 502.16.Ruling.3 - If a Buyback spell is cast by someone other than the owner (using Grinning Totem), the card goes to the owner's graveyard, not to anyone's hand. [D'Angelo 2000/01/18] + Note - Also see Rule G2.12a, "Buyback". 502.17 - Horsemanship + Note - Also see Rule G8.3, "Horsemanship". 502.18 - Cycling + 502.18.Ruling.1 - Using Cycling is not a spell, it's an activated ability of a card in your hand. It cannot be countered by things which counter spells or things that counter activated abilities of permanents. [D'Angelo 1999/05/01] + 502.18.Ruling.2 - You draw the card when the ability resolves, and if that card can be legally played, you can play it before letting any of the other spells and abilities on the stack (see Rule T.2) resolve. [D'Angelo 1999/05/01] + 502.18.Ruling.4 - Effects that trigger on "when this card is cycled" trigger when the cycling ability is played. The triggered ability will resolve before the card is drawn during the resolution of the Cycle ability. [Onslaught FAQ 2002/09/24] + 502.18.Ruling.5 - This ability can only be played while this card is in your hand. Effects that let you play a card from another zone as if it were in your hand will not allow you to play this ability as if it were in your hand. [DeLaney 2003/06/14] + Note - Also see Rule G3.32, "Cycling" and Rule G12.3, "Landcycling". 502.19 - Echo + 502.19.Ruling.1 - The Echo payment is required if you gained control of the creature by any means, such as putting it into play from the graveyard, taking control from another player, or having the card phase in. [D'Angelo 1999/05/01] + 502.19.Ruling.2 - The Echo payment is only required if you control this card at the beginning of your upkeep. [D'Angelo 1999/05/01] + 502.19.Ruling.3 - If you gain and lose control of the card several times before your upkeep, you still only pay the Echo cost once. [D'Angelo 1999/05/01] + 502.19.Ruling.4 - Effects which modify the cost to play a spell, like the Emerald Medallion or Gloom, cannot be used to modify the Echo cost. These effects only apply to the announcing of spells, and do not apply to the mana cost that Echo sees. [D'Angelo 1998/11/25] + 502.19.Ruling.5 - This ability is put on the stack (see Rule T.2) at the beginning of upkeep. If the permanent leaves play before this ability resolves, you still have to resolve it. Of course, you can just decide not to pay and there will be nothing to sacrifice. But you can also choose to pay if you really want to. [D'Angelo 1999/05/01] + 502.19.Ruling.6 - You decide on resolution of the upkeep triggered ability whether to pay for the Echo cost or not. [Barclay 1999/06/02] + Note - Also see Rule 203 for information on Mana Cost. + Note - Also see Rule G5.1, "Echo". 502.20 - Fading + Note - Also see Rule G6.2. 502.21 - Kicker + 502.21.Ruling.1 - The kicker cost does not count as part of the mana cost or converted mana cost for the spell. [Invasion FAQ 2000/10/03] + 502.21.Ruling.2 - You can only pay the kicker cost once each time you play the spell. You cannot choose to pay it multiple times. [Invasion FAQ 2000/10/03] + 502.21.Ruling.3 - You can only pay kicker costs when playing the spell from your hand (or when playing it as though it were in your hand). You cannot pay when the card is put into play directly. [Invasion FAQ 2000/10/03] + 502.21.Ruling.4 - Cost reducing effects can be applied to Kicker costs. [D'Angelo 2001/01/16] + Note - Also see G11.2, "Kicker". 502.22 - Flashback + 502.22.Ruling.1 - Any restrictions on when the spell can be played or options on how the spell is played apply as normal. Flashback does not override these restrictions or options based on card type or those defined in the card text. [DeLaney 2001/11/07] + 502.22.Ruling.2 - If the spell is countered, it is removed from the game instead of going to the graveyard. [D'Angelo 2001/12/16] + 502.22.Ruling.3 - The card is removed from the graveyard and placed on the stack during announcement just as if you played it from your hand. On resolution or on being countered, it is removed from the game instead of going to the graveyard (or anywhere else). [D'Angelo 2002/10/15] + Note - Also see Rule G6.7, "Flashback". 502.23 - Threshold + 502.23.Ruling.1 - If the ability is static, the ability is either "on" or "off". [Odyssey Rules Insert 2001/10/04] When it is "on", it is treated as if it were always on the permanent. It is ordered for continuous effects as if it entered play at the same time the permanent did. [DeLaney 2001/10/13] + 502.23.Ruling.2 - Activated abilities only check the Threshold condition when the ability is announced. It is not checked again at resolution. [Odyssey Rules Insert 2001/10/04] + 502.23.Ruling.3 - For triggered abilities, they only trigger if the Threshold is true at the time when (think "just before") the trigger condition occurs. [Odyssey Rules Insert 2001/10/04] + 502.23.Ruling.4 - For instants and sorceries on the spell stack, the threshold text is on the spell at any time Threshold has been met. At the start of resolution, check if Threshold has been met to decide if the text applies during resolution. [D'Angelo 2003/09/14] + 502.23.Ruling.5 - You may still use text altering spells and abilities such as from Sleight of Mind. These spells and abilities can be used when there is no text to alter (or when text only exists in a potential form) and once the ability appears (when Threshold is met), the alteration will be applied to the text as it would have been had the text been there the whole time. [Barclay 2001/10/22] + 502.23.Ruling.6 - A card may achieve Threshold during the announcement of a spell or ability. If so the Threshold ability text starts at the time Threshold is gained. Usually this doesn't matter, but it may. For example, if Boneshard Slasher is in play and someone uses Narcissism (discard a card and target a creature), you can refer to Rule T.4.2 and see that the targeting occurs before the discard, so the Boneshard Slasher is targeted before Threshold occurs. Therefore, the Slasher's ability to trigger on becoming targeted won't trigger this time. [Jordan 2002/05/14] + Note - Also see Rule G20.6, "Threshold". 502.24 - Madness + 502.24.Ruling.1 - The fine grain timing around this ability can be a bit difficult to follow. What happens is that if you discard the card (it does not matter why you are discarding), then you get the choice of whether or not you want a chance to play the card. If you don't want to, simply put it in your graveyard as normal. If you might want to, you do not pay at this time. Instead you remove the card from the game and put a triggered ability on the stack (as per those rules, see Rule A.3). What this means is that players may respond to this trigger with other spells and abilities. Once any responses are resolved and both players pass, the triggered ability resolves. You can now play that spell just like you would as if it were in your hand (but it is not in your hand) by paying the Madness cost instead of the mana cost. And this spell can be played any time an instant is legal, regardless of its type. As normal, you can only play a spell or ability when it is your opportunity to do so. The text saying "until he or she passes next" means that you can choose to put other spells or abilities on the stack prior to playing the Madness spell. [D'Angelo 2002/02/23] + 502.24.Ruling.2 - You are in no way required to play the spell even if you choose to remove it from the game. You can simply choose to pass when you have a chance to play something and the Madness spell is placed into the graveyard. The timing for putting it into the graveyard is also a bit odd since this is also a triggered ability. When you pass, put a triggered ability on the stack. When that ability resolves, the card is put into the graveyard. [D'Angelo 2002/02/23] + 502.24.Ruling.3 - Madness does not allow you to discard the card just because you want to. Another spell, ability, or game rule has to cause the card to be discarded. [D'Angelo 2002/02/23] + 502.24.Ruling.4 - There is an odd interaction with Rule 413.1 (the spell stack resolves or phase/step ends after both players pass in succession), because the last part of Madness can trigger on player A passing. This triggered ability is placed on the stack, then player B gets a chance to play something. If B passes, then the next item on the stack resolves or the phase/step ends without player A getting a chance to respond to their trigger. This doesn't really affect anything since player A could have played before they passed. [Jordan 2003/08/26] + Note - Also see Rule G13.1, "Madness". 502.25 - Fear + 502.25.Ruling.1 - Cards that change color words do not change the Fear ability. The reminder text on the card can change, but it's just reminder text and does not actually define the ability. [D'Angelo 2003/01/19] + Note - Also see Rule G6.3, "Fear". 502.26 - Morph + 502.26.Ruling.1 - The one exception to Rule 502.26c is that Illusionary Mask can put a card into play face down even if it does not have Morph. [D'Angelo 2003/09/08] + 502.26.Ruling.2 - When playing a card using Morph, it goes on the stack face down and then enters play face down. You cannot turn the card face up while it is on the stack. [Onslaught Rules 2002/09/15] The other players don't even get to see the card before it gets put on the stack (unless it came from a zone where it was revealed to begin with). [DeLaney 2002/09/20] + 502.26.Ruling.3 - Some cards have an ability that triggers when the card is turned face up. These can trigger due to the Morph ability being used or by any other effect that turns them face up. They do not trigger from leaving play or being revealed. [Legions FAQ 2003/01/23] + 502.26.Ruling.4 - The alternate cost of Morph cannot be combined with other alternate costs, such as Aluren. [Jordan 2002/09/07] + 502.26.Ruling.5 - Because the act of turning a card face up does not go on the stack, it cannot be countered or prevented. [Onslaught Rules 2002/09/15] + 502.26.Ruling.6 - You cannot pay the Morph cost for a card that is already face-up. The Morph cost can only be paid when the card is face down. [D'Angelo 2003/02/16] + Note - Also see Rule G13.15, "Morph". 502.27 - Amplify + 502.27.Ruling.1 - The card Artificial Evolution can modify a card's creature types before it enters play, which will modify what you can reveal. [Legions FAQ 2003/01/23] + 502.27.Ruling.2 - If multiple cards with Amplify are going to come into play at the same time, you can reveal the same cards for each of them if you want. [Legions FAQ 2003/01/23] + 502.27.Ruling.3 - A copy card that enters play as a copy, such as Clone, does get to use the Amplify ability. [D'Angelo 2003/09/08] + Note - Also see Rule G1.8, "Amplify". 502.28 - Double Strike + 502.28.Ruling.1 - Double Strike is not First Strike. Effects that make a creature lose First Strike will not make it lose Double Strike. [Legions FAQ 2003/01/23] + Note - Also see Rule G4.14, "Double Strike". 502.29 - Provoke + 502.29.Ruling.1 - You can choose a creature that is already untapped if you want to. [Legions FAQ 2003/01/23] + 502.29.Ruling.2 - If the chosen creature is unable to block for any reason (such as becoming tapped before blockers are assigned) there is no penalty. But if it can block this attacker, then it must. [Legions FAQ 2003/01/23] + Note - Also see Rule 500.3 for handling "must block". + Note - Also see Rule G16.24. 502.30 - Storm + 502.30.Ruling.1 - The number of copies is determined when this spell is played (announced) and only counts spells played (announced) before it was. Ones placed on the stack afterwards do not change this. [D'Angelo 2003/04/30] + 502.30.Ruling.2 - The copies are put onto the stack directly. They are not "played" and do not trigger abilities that trigger on something being played. [D'Angelo 2003/04/30] This makes it so the Storm ability itself will not trigger on the copies being put on the stack. [DeLaney 2003/06/14] + 502.30.Ruling.3 - When counting spells, you count ones played by every player, including ones that were played from zones other than a player's hand. You do not count lands being played, any abilities that were played, any spells put onto the stack without playing them, or any cards put into play by the effect of a spell or ability. [D'Angelo 2003/06/07] + 502.30.Ruling.4 - Spell copies can be countered and otherwise affected just like any other spell. [D'Angelo 2003/04/30] + 502.30.Ruling.5 - Countering the original spell will not stop the copies from being created. [D'Angelo 2003/08/01] + Note - Also see Rule G19.22, "Storm". 7 - Specialized Rules ------------------------------------------------------------------------------ 701 - Unglued + 701.Ruling.1 - Unglued was designed to be funny. Keep that in mind. [D'Angelo 1998/09/01] + 701.Ruling.2 - It is very unlikely that you'll manage to get the NetReps or Customer Service to agree on some rulings for these cards. So, if there are two or more rulings from official people out there, use the one that you think will be funniest. In Arena, the Arena judge chooses. In friendly play, agree amongst yourselves, or toss a coin. [Barclay 1998/08/13] + 701.Ruling.3 - Some cards have a picture and no text. These are intended for use to represent token creatures for you so you don't have use coins, glass beads, kittens, pick-up trucks, or other handy objects. [QAS 1998/09/09] When using one of these to represent a token creature, they count as tokens, not cards. [QAS 1998/09/09] + 701.Ruling.4 - A teammate is a player who shares a victory condition with you. In other words, you both work together to win and win as a team. [QAS 1998/09/09] Partnership and Emperor formats have teammates. Grand Melee and normal two-player games do not. + 701.Ruling.5 - When judging if a person performed a subjective task correctly, use your best judgment. An honest attempt which falls a little short should not be penalized. [QAS 1998/09/09] Subjective tasks include rhyming, doing an action for Bureaucracy, complimenting an opponent, etc. + 701.Ruling.6 - Any random source with the same odds can replace a coin toss or die roll. [QAS 1998/09/09] But the replacement still counts as its original type. For example, rolling a die to simulate a coin counts as a coin flip and not a die roll. [D'Angelo 1998/09/09] + 701.Ruling.7 - You cannot target a player in a different game. [QAS 1998/09/09] + 701.Ruling.8 - If you rip up or mark a card in a tournament because you are required to do so by a spell or ability, your deck is not made illegal. Instead, before the next game, you must bring your deck back up to 60 cards by borrowing from your sideboard (if your sideboard has any more cards and if your deck fell below 60). [QAS 1998/09/09] + 701.Ruling.9 - If you are required to remove cards from your deck or sideboard for the duration of a match a tournament, your deck is not made illegal. Instead, before the next game, you must bring your deck back up to 60 cards by borrowing from your sideboard (if your sideboard has any more cards and if your deck fell below 60). [QAS 1998/09/09] + 701.Ruling.10 - You cannot use a coin with two heads (or tails) or a die which does not have 6 different values, as per Rule 701.Ruling.6. [D'Angelo 1998/10/23] 702 - Licids + 702.Ruling.1 - A Licid is a type of creature that can become a creature enchantment, reside on other creatures for a while, and then revert back to being a creature. [Tempest, Page 7] + 702.Ruling.2 - When a Licid becomes a creature enchantment, it loses all abilities and gains whatever ability is listed in the card text. It also stops being whatever kind of permanent it was and becomes a local creature enchantment. It retains all other characteristics including name, color, and so on. [Tempest, Page 8] [WotC Rules Team 1997/12/18] + 702.Ruling.3 - The Licid ability targets the creature it will be enchanting. If the target becomes illegal before the ability starts to resolve, then the ability is ignored and the Licid will remain unchanged. [Tempest, Page 9] + 702.Ruling.4 - When a Licid changes form, any counters, effects, and damage on it remain on it until they would normally be removed (if ever). If the counters or effects make no sense when applied to the current card type, then they do not do anything. But if the Licid returns to being a of the proper card type, they may take effect again. [D'Angelo 1998/07/24] For example, a +1/+1 counter from Dwarven Weaponsmith would remain, the effect of Giant Growth will wear off at end of turn, and damage will be removed at end of turn. + 702.Ruling.5 - Generally, the cost of using a Licid's ability includes tapping it. This means that when it moves onto the creature, it will be a tapped local enchantment. The enchantment's ability will work normally, though, and the card will untap during your next untap step. [Tempest, Page 9] + 702.Ruling.6 - A Licid will not get summoning sickness by enchanting an opponent's permanent. You are still controlling the Licid. [D'Angelo 1997/10/15] + 702.Ruling.7 - If a Licid is enchanting a creature that phases out, the Licid phases out with the creature, and when it phases back in it will phase in still as a local enchantment. [D'Angelo 2000/04/04] + 702.Ruling.8 - When in creature enchantment form, it can be moved onto another creature with an enchantment moving spell or ability. It stays as an enchantment. [WotC Rules Team 1998/02/01] + 702.Ruling.9 - If a Licid tries to enchant a creature that cannot be enchanted, it will still move through to resolution because the Licid's text does not require the thing it will enchant to be a legal thing to enchant. During resolution it will then turn into an enchantment and try to enchant the chosen permanent. Since the permanent cannot be enchanted, the Licid is placed into the graveyard. [Jordan 2002/01/11] + 702.Ruling.10 - If a Licid tries to enchant itself, it will see itself as a legal place to go at the beginning of resolution. It will then turn into an enchantment and enchant itself. Since it is not legal to enchant itself, the Licid is placed into the graveyard. [Jordan 2002/01/11] 8 - Tournament Rules ------------------------------------------------------------------------------ 800 - Shared Tournament Format Rules + 800.1 - Each tournament format defines what cards are included in that format, and any special restrictions on deck construction. + 800.2 - Formats that include recent card sets add new card sets to their list on the 20th day of the month that closely follows their introduction. [DCI Floor Rules 104 - 2003/09/01] + 800.3 - Some formats include "restricted" cards. Cards that are restricted can only have one copy included in a deck, rather than the normal limit of 4. [DCI Floor Rules - 2003/09/01] + 800.4 - Some formats include "banned" cards. Cards that are banned cannot occur in legal decks. [DCI Floor Rules - 2003/09/01] + 800.5 - All formats limit themselves to cards with a standard Magic card back. This means that Collector's Edition cards, Championship and Pro Tour deck cards, and promotional poker cards (despite the April Fools article in the Duelist) are not allowed. [DCI Floor Rules 102 - 2003/09/01] + 800.5a - Portal or Starter cards are not allowed unless they have the same name as a legal card. In this case, they play as the legal card text and not the Portal or Starter card text. [Duelist Magazine #18, Page 44] + 800.5b - Unglued cards with a silver border are also banned from all formats. [DCI Floor Rules 102 - 2003/09/01] + 800.5c - Alpha printing cards can only be used if they are in unmarked sleeves or if the entire deck is Alpha printing. [DCI Floor Rules 102 - 2003/09/01] + 800.6 - A sideboard is a set cards which is brought to the tournament along with your deck. Having a sideboard is optional. [DCI Floor Rules 122 - 2003/09/01] + 800.6a - In constructed formats, if you have a sideboard it must consist of exactly 15 cards. In sealed deck formats, all your remaining cards are considered your sideboard. [DCI Floor Rules 122 - 2003/09/01] + 800.6b - Players cannot look through their sideboard during play. [DCI Floor Rules 122 - 2003/09/01] + 800.6c - Between games, you may choose to swap cards from your sideboard with ones in your deck. In constructed formats, your sideboard must still be 15 cards when you are done swapping. [DCI Floor Rules 122 - 2003/09/01] + 800.6d - You cannot use your sideboard before the first game of a match, and between matches you must reset your deck and sideboard to the same as they were at the start of the tournament. Basically, you play the first game of each match with an unmodified deck. [DCI Floor Rules 122 - 2003/09/01] + 800.7 - Players must provide a way to visibly count life totals during play. For example, counters, dice, pen and paper, etc. + 800.8 - Your opponent is always entitled to shuffle or cut your deck before each game and each time you are called to shuffle during a game. They may not use this opportunity to see the cards in your deck. This rule is in place to prevent players from stacking their deck. 801 - Classic (Type 1) Tournament Format + 801.1 - Decks can be composed of cards from any edition or expansion of Magic which use the normal card back. Promotional cards are allowed. [DCI Floor Rules 127 - 2003/09/01] + 801.2 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01] + 801.3 - Optional 'sideboard'. If you have one, it must be exactly 15 cards. [DCI Floor Rules 122 - 2003/09/01] + 801.4 - No more than 4 of any card (by name) which is not a basic land can be in the combination of deck and sideboard. Cards with different art or in different languages or from different prints but which are the same card are considered the same. [DCI Floor Rules 121 - 2003/09/01] + 801.5 - Some cards are 'restricted' (see Rule 800.3). These cards are: [Update 2003/09/01] Ancestral Recall, Grim Monolith, Regrowth, Balance, Gush, Sol Ring, Black Lotus, Library of Alexandria, Strip Mine, Black Vise, Lotus Petal, Stroke of Genius, Braingeyser, Mana Crypt, Time Spiral, Channel, Mana Vault, Timetwister, Crop Rotation, Memory Jar, Time Walk, Demonic Consultation,Mind Over Matter, Tinker, Demonic Tutor, Mind's Desire, Tolarian Academy, Doomsday, Mind Twist, Vampiric Tutor, Dream Halls, Mox Diamond, Voltaic Key, Earthcraft, Mox Emerald, Wheel of Fortune, Enlightened Tutor, Mox Jet, Windfall, Entomb, Mox Pearl, Yawgmoth's Bargain, Fact or Fiction, Mox Ruby, Yawgmoth's Will, Fastbond, Mox Sapphire, Fork, Mystical Tutor, Frantic Search, Necropotence. + 801.6 - Some cards are 'banned' (see Rule 800.4) in this format. These cards are: [Update 2003/09/01] Amulet of Quoz, Darkpact, Rebirth, Bronze Tablet, Demonic Attorney, Tempest Efreet, Chaos Orb, Falling Star, Timmerian Fiends, Contract from Below, Jeweled Bird. + Note - See Rule 800 for additional definitions and rules. 802 - Classic-Restricted (Type 1.5) Tournament Format + 802.1 - Decks can be composed of cards from any edition or expansion of Magic which use the normal card back. Promotional cards are allowed. [DCI Floor Rules 128 - 2003/09/01] + 802.2 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01] + 802.3 - Optional 'sideboard'. If you have one, it must be exactly 15 cards. [DCI Floor Rules 122 - 2003/09/01] + 802.4 - No more than 4 of any card (by name) which is not a basic land can be in the combination of deck and sideboard. Cards with different art or in different languages or from different prints but which are the same card are considered the same. [DCI Floor Rules 121 - 2003/09/01] + 802.5 - There are no 'restricted' (see Rule 800.3) cards in this format. + 802.6 - Some cards are 'banned' (see Rule 800.4) in this format. These cards are: [Update 2003/09/01] Amulet of Quoz, Fastbond, Rebirth, Ancestral Recall, Fork, Regrowth, Balance, Frantic Search, Sol Ring, Black Lotus, Grim Monolith, Strip Mine, Black Vise, Gush, Stroke of Genius, Braingeyser, Jeweled Bird, Tempest Efreet, Bronze Tablet, Library of Alexandria, Time Spiral, Channel, Lotus Petal, Timetwister, Chaos Orb, Mana Crypt, Time Walk, Contract from Below, Mana Vault, Timmerian Fiends, Crop Rotation, Memory Jar, Tinker, Darkpact, Mind Over Matter, Tolarian Academy, Demonic Attorney, Mind's Desire, Vampiric Tutor, Demonic Consultation,Mind Twist, Voltaic Key, Demonic Tutor, Mox Diamond, Wheel of Fortune, Doomsday, Mox Emerald, Windfall, Dream Halls, Mox Jet, Yawgmoth's Bargain, Earthcraft, Mox Pearl, Yawgmoth's Will, Enlightened Tutor, Mox Ruby, Entomb, Mox Sapphire, Fact or Fiction, Mystical Tutor, Falling Star, Necropotence, + Note - See Rule 800 for additional definitions and rules. 803 - Extended Tournament Format + 803.1 - Can be composed of cards from any edition of the basic set from Sixth Edition on, plus any expansion of Magic from Tempest and newer. Collector's Edition cards are not allowed. Promotional cards are not allowed. [DCI Floor Rules 126 - 2003/09/01] + 803.1a - Cards from the following sets are not allowed unless they were reprinted in a newer set: Arabian Nights, Antiquities, Legends, The Dark, Fallen Empires, Ice Age, Homelands, Mirage, Visions, Weatherlight, Limited Edition, Unlimited Edition, Revised Edition, Fourth Edition, Fifth Edition, and Chronicles. + 803.1b - Mirrodin becomes legal on 2003/10/20. Darksteel becomes legal on 2004/02/20. Fifth Dawn becomes legal on 2004/06/20. [DCI Floor Rules 125 - 2003/09/01] + 803.2 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01] + 803.3 - Optional 'sideboard'. If you have one, it must be exactly 15 cards. [DCI Floor Rules 122 - 2003/09/01] + 803.4 - No more than 4 of any card (by name) which is not a basic land can be in the combination of deck and sideboard. Cards with different art or in different languages or from different prints but which are the same card are considered the same. [DCI Floor Rules 121 - 2003/09/01] + 803.5 - There are no 'restricted' (see Rule 800.3) cards in this format. + 803.6 - The 'banned' list includes all cards from banned sets that have not been reprinted in a more recent set. [DCI Floor Rules 126 - 2003/09/01] + 803.7 - Some cards are 'banned' (see Rule 800.4) in this format even though they are from legal expansions. These cards are: [Update 2003/09/01] Dark Ritual, Lotus Petal, Time Spiral, Dream Halls, Mana Vault, Tolarian Academy, Earthcraft, Memory Jar, Windfall, Entomb, Mind Over Matter, Yawgmoth's Bargain, Frantic Search, Replenish, Yawgmoth's Will, Goblin Lackey, Survival of the Fittest, + Note - See Rule 800 for additional definitions and rules. + Note - The DCI originally released this tournament format on 1997/05/01 as a replacement for Type 1.5 but decided on 1997/06/01 to change this decision and support both formats. 804 - Standard (Type 2) Tournament Format + 804.1 - Decks can be composed of cards from the most recent edition of The Gathering (currently Eighth Edition) and all sets from the two most recent "blocks" (currently Odyssey/Torment/Judgment and Onslaught/Legions/Scourge). A "block" is a stand-alone set and the two expansion sets which follow it. This means that cards stay in use for approximately two years. [DCI Floor Rules 125 - 2003/09/01] + 804.1a - The Odyssey/Torment/Judgement block is no longer legal as of 2003/10/20. Mirrodin becomes legal on 2003/10/20. Darksteel becomes legal on 2004/02/20. Fifth Dawn becomes legal on 2004/06/20. [DCI Floor Rules 125 - 2003/09/01] + 804.2 - Cards from previous editions or expansions which also appear in the currently legal ones are allowed. Promo cards (which do not appear in a currently allowed set) are not allowed. [DCI Floor Rules 124 - 2003/09/01] + 804.3 - The policy for removal of sets is that each new edition of the base set replaces the previous edition. A new standalone set will start a new block, and thereby replace the oldest "block" in use. A new limited expansion will add itself to the current "block". [DCI Floor Rules 124 - 2003/09/01] + 804.4 - Minimum of 60 cards in a deck. [DCI Floor Rules 121 - 2003/09/01] + 804.5 - Optional 'sideboard'. If you have one, it must be exactly 15 cards. [DCI Floor Rules 122 - 2003/09/01] + 804.6 - No more than 4 of any card (by name) which is not a basic land can be in the combination of deck and sideboard. Cards with different art or in different languages or from different prints but which are the same card are considered the same. [DCI Floor Rules 121 - 2003/09/01] + 804.7 - There are no 'restricted' (see Rule 800.3) cards in this format. + 804.8 - There are no 'banned' (see Rule 800.4) cards in this format. 805 - Sealed Deck Formats + 805.1 - Each player is given some number of unopened tournament packs (called started decks in the old days) and/or booster packs. The DCI recommends 90 to 300 cards be given out. The standard way to do it is to provide one starter deck plus two 15 card boosters. Players may also exchange basic lands they have for other basic lands with the tournament organizer. In addition, the organizer may make additional basic lands available. [DCI Floor Rules 134 - 2003/09/01] + 805.2 - The usual time for constructing a deck is 30 minutes, although the tournament organizer can change this. [DCI Floor Rules 2003/09/01] + 805.3 - Expansions are valid for sealed deck play as soon as they are available. There is no 30 day wait period. [DCI Floor Rules 2003/09/01] + 805.4 - Minimum of 40 cards in the play deck. [DCI Floor Rules 131 - 2003/09/01] + 805.5 - All additional cards function as the 'sideboard'. The sideboard and deck size can change freely between duels. [DCI Floor Rules 132 - 2003/09/01] + 805.6 - Games are not played for ante. If a player gets a card that can only be played for ante, they should bring it to the head judge, who will replace it from a random stack of cards. [Tournament Rules 1997/10/01] + 805.7 - There are no restricted or banned cards. Ante cards are an exception (see Rule 805.6). [Tournament Rules 1997/10/01] + 805.8 - There is no "4 of a single card" limit. You can use all the cards you have. [Tournament Rules 1997/10/01] 806 - Block Constructed Deck Formats + 806.1 - These formats follow the Standard (Type 2) tournament rules (see Rule 804) for deck construction but only allow cards from a given "block" rather than from the larger list of sets. [DCI Floor Rules - 2003/09/01] + 806.2 - Some cards are 'banned' (see Rule 800.4) from the Ice Age/Homelands/Alliances format. These cards are: [Update 2003/09/01] Amulet of Quoz, Thawing Glaciers, Timmerian Fiends, Zuran Orb + 806.3 - Some cards are 'banned' (see Rule 800.4) from the Mirage/Visions/Weatherlight format. These cards are: [Update 2003/09/01] Squandered Resources + 806.4 - Some cards are 'banned' (see Rule 800.4) for the Tempest/Stronghold/Exodus format. These cards are: [Update 2003/09/01] Cursed Scroll + 806.5 - Some cards are 'banned' (see Rule 800.4) for the Urza's Saga/Urza's Legacy/Urza's Destiny format. These cards are: [Update 2003/09/01] Gaea's Cradle, Time Spiral, Voltaic Key, Memory Jar, Tolarian Academy, Windfall, Serra's Sanctum, + 806.6 - Some cards are 'banned' (see Rule 800.4) for the Mercadian Masques/Nemesis/Prophecy format. These cards are: [Update 2003/09/01] Lin Sivvi, Defiant Hero, Rishadan Port + 806.7 - No cards are 'banned' (see Rule 800.4) for the Invasion/Planeshift/Apocalypse format. + 806.8 - No cards are 'banned' (see Rule 800.4) for the Odyssey/Torment/Judgment format. + 806.9 - No cards are 'banned' (see Rule 800.4) for the Onslaught/Legions/Scourge format. + 806.Ruling.1 - Only cards explicitly banned from this format are banned. The Standard (Type 2) tournament list does not apply. [D'Angelo 1999/06/01] + 806.Ruling.2 - The foil Lightning Bolts found in Urza's Destiny packs are not legal in the Urza block. [Donais 1999/06/08] 807 - Booster Draft Formats + 807.1 - Players sit in groups of 7 or 8 players. + 807.2 - In "Rochester Draft" format, each group starts with 3 booster packs per player. The judge lays out one booster pack (15 cards) on the table and players are given 20 seconds to review the cards. The first pick starts with the player on the judge's left and players pick one card each going around the table to the left. The second booster pack goes around the table to the right, starting on the judges' right. When the rotation gets to the last player, they pick 2 cards and the rotation reverses direction until the booster pack is depleted. + 807.3 - Each player gets 5 seconds to select a card, and touching one is considered selecting it. + 807.4 - Players may add as many basic lands as they want to their cards after drafting and between games. [Tournament Rules 1997/10/01] + 807.5 - 30 minutes are given to construct the deck after drafting is complete. [DCI Floor Rules 2003/09/01] + 807.6 - The usual time for constructing a deck is 30 minutes, although the tournament organizer can change this. [DCI Floor Rules 2003/09/01] + 807.7 - Expansions are valid for sealed deck play as soon as they are available. There is no 30 day wait period. [DCI Floor Rules 2003/09/01] + 807.8 - Minimum of 40 cards in the play deck. [DCI Floor Rules 131 - 2003/09/01] + 807.9 - All additional cards function as the 'sideboard'. The sideboard and deck size can change freely between duels. [DCI Floor Rules 132 - 2003/09/01] + 807.10 - There is no "4 of a single card" limit. You can use all the cards you have. [Tournament Rules 1997/10/01] + 807.11 - Ante cards in initial boosters are replaced by tournament officials from a random stack of cards. [Tournament Rules 1997/10/01] 9 - Glossary ------------------------------------------------------------------------------ No changes to this section. Acknowledgements and Disclaimers ------------------------------------------------------------------------------ While this work is not officially issued by Wizards of the Coast, it is the official collected rulings from official sanctioned representatives of and publications by Wizards of the Coast. This summary is collected from rulings made by officials and network representatives of Wizards of the Coast, along with a number of unofficial rulings also collected from the net. Whenever a source for a ruling is known, the name of that person is listed with the ruling. "Barclay" is Paul Barclay, a previous MTG-L mailing list NetRep. "CompRules" marks rules from the Comprehensive Rules. "D'Angelo" is Stephen D'Angelo, the Rules Summary network representative, and former MTG-L mailing list NetRep. "DeLaney" is David DeLaney, the network representative for the "rec.games.trading-cards.magic.rules" newsgroup. "Jordan" is Jeff Jordan, the MTG-L mailing list NetRep. "WotC Rules Team" marks official rulings from the rules team. These files may be freely copied and posted anywhere you'd like. The contents can also be included in other formats (such as HTML or databases) or in products, but there are two restrictions. I insist that the files not be sold for profit. Anything you put them in must be available at no more than cost of duplication. Also, you must give credit to me and list the version date your work is derived from. Thanks. Every attempt has been made to make this summary accurate, but errors do creep in. Nothing in this work is guaranteed to be accurate. Use at your own risk. Magic: The Gathering and all of the cards listed herein are copyrighted by Wizards of the Coast.