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This search based on the January 15, 2004 release of the Rulings.

103 - The Magic Golden Rules
  • 103.1 - Whenever a card's text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that the rules in Rule 100, "General," and Rule 101, "Starting the Game," can't be overridden by the cards. These rules apply at all times, regardless of what the cards say. [CompRules 2003/12/01]
  • 103.2 - When one effect says something can happen and another says it can't, the "can't" effect wins. For example, if one effect reads "You may play an additional land this turn" and another reads "You can't play land cards this turn," the effect that keeps you from playing lands wins out. Note that adding abilities to objects and removing abilities from objects don't fall under this rule. See Rule 407, "Adding and Removing Abilities." [CompRules 2003/07/01]
  • 103.3 - If an instruction requires taking an impossible action, it's ignored. (In many cases the card will specify consequences for this; if it doesn't, there's no effect.) [CompRules 2003/07/01]
  • 103.4 - If both players would take an action at the same time, the active player (the player whose turn it is) makes any choices required, then the nonactive player makes any choices required, then the actions happen simultaneously. This rule is often referred to as the "Active Player, Nonactive Player (APNAP) rule." [CompRules 2003/07/01]
    Example: A card reads "Each player sacrifices a creature." First, the active player chooses a creature he or she controls. Then the nonactive player chooses a creature he or she controls. Then both creatures are sacrificed simultaneously. [CompRules 2003/12/01]
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