============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2003/10/20 ============================================================================== Rulings are collected from many sources. See credits and disclaimer at the end of the file for details. This 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 2003/09/15 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 + 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". [CompRules 2003/10/01] 102 - Winning and Losing + 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. [CompRules 2003/10/01] 2 - Parts of the Game ------------------------------------------------------------------------------ 200 - General + 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. [CompRules 2003/10/01] 205 - Type Line + 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. [Oracle 2003/10/01] 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. [CompRules 2003/10/01] + 205.3d - Instants, and sorceries don't have subtypes. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] 212.2 - Artifacts + 212.2c - Artifacts 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] + 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.) [CompRules 2003/10/01] + 212.2j - The creature an Equipment is attached to is called the "equipped creature." The Equipment is attached to, or "equips," that creature. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] 212.4 - Enchantments + 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 enchantments 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. [CompRules 2003/10/01] 212.6 - Land + 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] 217 - Zones + 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. [CompRules 2003/10/01] 217.2 - Library + 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). [CompRules 2003/10/01] 217.5 - In Play + 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). [CompRules 2003/10/01] 217.8 - Phased-Out + 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. [CompRules 2003/10/01] 3 - Turn Structure ------------------------------------------------------------------------------ 303 - Upkeep Step + 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. [CompRules 2003/10/01] 310 - Combat Damage Step + 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. [CompRules 2003/10/01] 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 409 - Playing Spells and Activated Abilities + 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. [CompRules 2003/10/01] 412 - Handling Static Abilities + 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. [CompRules 2003/10/01] 415 - Targeted Spells and Abilities + 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. [CompRules 2003/07/01] 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. [CompRules 2003/10/01] 418.5 - Interaction of Continuous Effects + 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. [CompRules 2003/10/01] 419 - Replacement and Prevention Effects + 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. [CompRules 2003/10/01] 419.9 - Interaction of Replacement or Prevention Effects + 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). [CompRules 2003/10/01] 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. [CompRules 2003/10/01] 420 - State-Based Effects + 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.") [CompRules 2003/10/01] + 420.5k - An Equipment that equips an illegal or nonexistent permanent stops equiping that permanent but remains in play. [CompRules 2003/10/01] 5 - Additional Rules ------------------------------------------------------------------------------ 500 - Legal Attacks and Blocks + 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.) [CompRules 2003/10/01] 502.6 - Landwalk + 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"). [CompRules 2003/10/01] 502.7 - Protection + 502.7a - Protection is a static ability, written "Protection from [quality]." This quality is usually a color (as in "protection from black") but can be any characteristic 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] + 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.") [CompRules 2003/10/01] + 502.7d - A permanent with proection 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.") [CompRules 2003/10/01] + 502.7e - Any damage that would be dealt by sources that have the stated quality to a permanent that has protection is prevented. [CompRules 2003/10/01] + 502.7f - If a creature with protection attacks, it can't be blocked by creatures that have the stated quality. [CompRules 2003/10/01] + 502.7g - Multiple instances of protection from the same quality on the same permanent are redundant. [CompRules 2003/10/01] 502.9 - Trample + 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. [CompRules 2003/07/01] 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. [CompRules 2003/10/01] 502.15 - Phasing + 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] 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 {1} less to play for each [text] you control." [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] + 502.31c - If a spell has multiple instances of affinity, each of them applies. [CompRules 2003/10/01] 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 Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] 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." [CompRules 2003/10/01] + 502.33b - For more information about Equipment, see Rule 212.2, "Artifacts." [CompRules 2003/10/01] + 502.33c - If an artifact has multiple instances of equip, any of its equip abilities may be used. [CompRules 2003/10/01] 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." [CompRules 2003/10/01] + 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." [CompRules 2003/10/01] + 502.34.Ruling.1 - If a permanent with imprint phases out and back in, it's still the same permanent, so any cards imprinted on it remain imprinted on it. [WotC Rules Team 2003/10/06] 503 - Copying Objects + 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 ni Rule 409.1a through Rule 409.1h, "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. [CompRules 2003/10/01] 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] + 507.1b - If a turn is skipped, any pending turn-controlling effects wait until the player who would be affected actually takes a turn. [CompRules 2003/10/01] + 507.1c - Only the control of the turn changes. All objects are controlled by their normal controllers. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] 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. [CompRules 2003/10/01] Example: The controller of the turn decides which of the player's creatures attack, and how those creatures assign their combat damage. [CompRules 2003/10/01] 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] + 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. [CompRules 2003/10/01] 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. [CompRules 2003/10/01] + 507.3d - A player who controls another player's turn also continues to make his or her own choices and decisions. [CompRules 2003/10/01] + 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.) [CompRules 2003/10/01] 7 - Specialized Rules ------------------------------------------------------------------------------ No changes to this section. 8 - Tournament Rules ------------------------------------------------------------------------------ No changes to this section. 9 - Glossary ------------------------------------------------------------------------------ G1.7 - Affinity + G1.7a - Affinity is a static ability that functions while the card is on the stack. "Affinity [text]" means "This spell costs you {1} 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. + Note - Also see Rule 502.31, "Affinity." G1.13 - Artifact Creature + G1.13a - 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. [CompRules 2003/10/01] G1.14 - Artifact Land + G1.14 - 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]." [CompRules 2003/10/01] G3.19 - Concede + G3.19a - A player may concede a game at any time. A player who concedes leaves the game immediately. He or she loses the game. [CompRules 2003/10/01] G3.24 - Controlling Another Player's Turn + G3.24a - 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. + Note - Also see Rule 507, "Controlling Another Player's Turn." G4.13 - Divide + G4.13a - 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 Rule 310.2. [CompRules 2003/10/01] G5.3 - Enchant Artifact + G5.3a - An enchant artifact is a local enchantment. It can enchant only a permanent that's an artifact. See also Local Enchantment. [CompRules 2003/10/01] G5.4 - Enchant Artifact Creature + G5.4a - 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. [CompRules 2003/10/01] G5.5 - Enchant Creature + G5.5a - An enchant creature is a local enchantment. It can enchant only a permanent that's a creature. See also Local Enchantment. [CompRules 2003/10/01] G5.6 - Enchant Enchantment + G5.6a - An enchant enchantment is a local enchantment. It can enchant only a permanent that's an enchantment. See also Local Enchantment. [CompRules 2003/10/01] G5.7 - Enchant Land + G5.7a - An enchant land is a local enchantment. It can enchant only a permanent that's a land. See also Local Enchantment. [CompRules 2003/10/01] G5.8 - Enchant Permanent + G5.8a - An enchant permanent is a local enchantment. It can enchant any type of permanent. See also Local Enchantment. [CompRules 2003/10/01] G5.9 - Enchant Player + G5.9a - An enchant player is a local enchantment. It can enchant only a player. See also Local Enchantment. [CompRules 2003/10/01] G5.15 - Entwine + G5.15a - 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. [CompRules 2003/10/01] + Note - Also see rule 502.32, "Entwine." G5.16 - Equip + G5.16a - 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." [CompRules 2003/10/01] + Note - Also see Rule 502.33, "Equip," and Rule 212.2, "Artifacts." G5.17 - Equipment + G5.17a - 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. [CompRules 2003/10/01] + G5.17b - 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.) [CompRules 2003/10/01] G9.5 - Imprint + G9.5a - 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." [CompRules 2003/10/01] + Note - Also see Rule 502.34, "Imprint." G9.6 - Imprinted [type] card + G9.6a - 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." [CompRules 2003/10/01] + G9.6b - Also see Rule 502.34, "Imprint." G12.1 - Land + G12.1a - 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. [CompRules 2003/10/01] G12.11 - Life, Life Total + G12.11a - Life total is a sort of score. Each player starts the game with 20 life. Any increase in a players 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. [CompRules 2003/10/01] G13.19 - Move + G13.19a - 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. [CompRules 2003/10/01] + G13.19b - 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. [CompRules 2003/10/01] + G13.19c - The equip ability can move Equipment onto a creature from one creature to another. [CompRules 2003/10/01] G15.6 - Order + G15.6a - 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. [CompRules 2003/10/01] G16.23 - Protection + G16.23a - Protection is a static ability written "Protection from [quality]." [CompRules 2003/10/01] + G16.23b - A permanent with protection from [quality] can't be targeted by spells with the stated quality and can't be targeted by abilities from a source with the stated quality. [CompRules 2003/10/01] + G16.23c - 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.") [CompRules 2003/10/01] + G16.23d - 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.") [CompRules 2003/10/01] + G16.23e - 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. [CompRules 2003/10/01] + G16.23f - If a creature with protection attacks, it can't be blocked by creatures that have the stated quality. [CompRules 2003/10/01] + Note - Also see Rule 502.7, "Protection." G19.24 - Subtype + G19.24a - 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 typeline, 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. [CompRules 2003/10/01] G20.3 - Target + G20.3d - 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. [CompRules 2003/10/01] + G20.3e - Neither Equipment spells nor Equipment permanents are targeted. (See Rule 415.3.) An Equipment may have abilities which are targeted. [CompRules 2003/10/01] G20.8 - Timestamp Order + G20.8a - 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. [CompRules 2003/10/01] 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.