This search based on the January 15, 2004 release of the Rulings.
419 - Replacement and Prevention Effects
- 419.1 - Replacement and prevention effects are continuous effects that watch
for a particular event to happen and then completely or partially replace
that event. These effects act like "shields" around whatever they're
affecting. [CompRules 2003/07/01]
- 419.1a - Effects that use the word "instead" are replacement effects. Most
replacement effects use the word "instead" to indicate what events will be
replaced with other events and use the word "skip" to indicate what
events, steps, phases, or turns will be replaced with nothing.
[CompRules 2003/07/01]
- 419.1b - Effects that read "[This permanent] comes into play with ...,"
"As [this permanent] comes into play ...," or "[This permanent] comes into
play as ..." are replacement effects. [CompRules 2003/07/01]
- 419.1c - Continuous effects that read "[This permanent] comes into play ..."
or "[Objects] come into play ..." are replacement effects.
[CompRules 2003/07/01]
- 419.1d - Effects that use the word "prevent" are prevention effects.
Prevention effects use "prevent" to indicate what events will not occur.
[CompRules 2003/07/01]
- 419.2 - Replacement and prevention effects apply continuously as events
happen-they aren't locked in ahead of time. [CompRules 2003/07/01]
- 419.3 - There are no special restrictions on playing a spell or ability that
generates a replacement or prevention effect. Such effects last until
they're used up or their duration has expired. [CompRules 2003/07/01]
- 419.4 - Replacement or prevention effects must exist before the appropriate
event occurs-they can't "go back in time" and change something that's
already happened. Usually spells and abilities that generate these
effects are played in response to whatever would produce the event and
thus resolve before that event would occur.
Example: A player can play a regeneration ability in response to a spell
that would destroy a creature he or she controls. [CompRules 2003/07/01]
- 419.5 - If an event is prevented or replaced, it never happens. A modified
event occurs instead, which may in turn trigger abilities. Note that the
modified event may contain instructions that can't be carried out, in
which case the player simply ignores the impossible instruction.
[CompRules 2003/07/01]
- 419.5a - If a source would deal 0 damage, it does not deal damage at all.
That means abilities that trigger on damage being dealt won't trigger. It
also means that replacement effects that increase damage dealt have no
event to replace when 0 damage is dealt, so they have no effect.
[CompRules 2003/07/01]
- 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]
419.6 - Replacement Effects
- 419.6a - A replacement effect doesn't invoke itself repeatedly and gets only
one opportunity for each event.
Example: A player controls two permanents, each with an ability that
reads "If a creature you control would deal damage to a creature or
player, it deals double that damage to that creature or player instead."
A creature that normally deals 2 damage will deal 8 damage-not just 4, and
not an infinite amount. [CompRules 2003/07/01]
- 419.6b - Regeneration is a destruction-replacement effect. The word
"instead" doesn't appear on the card but is implicit in the definition of
regeneration. "Regenerate [permanent]" means "The next time [permanent]
would be destroyed this turn, instead remove all damage from it, tap it,
and (if it's in combat) remove it from combat." Abilities that trigger
from damage being dealt still trigger even if the permanent regenerates.
[CompRules 2003/07/01]
- 419.6c - Some effects replace damage dealt to one creature or player with
the same damage dealt to another creature or player; such effects are
called "redirection" effects. If either creature is no longer in play or
is no longer a creature when the damage would be redirected, the effect
does nothing. [CompRules 2003/07/01]
- 419.6d - Some spells and abilities replace part or all of their own
effect(s) when they resolve. Such effects are called self-replacement
effects. When applying replacement effects to an event, apply
self-replacement effects first, then apply other replacement effects.
[CompRules 2003/07/01]
- 419.6e - Skipping an action, step, phase, or turn is a replacement effect.
"Skip [something]" is the same as "Instead of doing [something], do
nothing." Once a step, phase, or turn has started, it can no longer be
skipped--any skip effects will wait until the next occurrence.
[CompRules 2003/07/01]
- 419.6f - Anything scheduled for a skipped step, phase, or turn won't happen.
Anything scheduled for the "next" occurrence of something waits for the
first occurrence that isn't skipped. If two effects each cause a player
to skip his or her next occurrence, that player must skip the next two;
one effect will be satisfied in skipping the first occurrence, while the
other will remain until another occurrence can be skipped.
[CompRules 2003/07/01]
419.7 - Prevention Effects
- 419.7a - Prevention effects usually apply to damage that would be dealt.
[CompRules 2003/07/01]
- 419.7b - Some prevention effects refer to a specific amount of damage-for
example, "Prevent the next 3 damage that would be dealt to target creature
or player this turn." These work like shields. Each 1 damage that would
be dealt to the "shielded" creature or player is prevented. Preventing 1
damage reduces the remaining shield by 1. If damage would be dealt to the
shielded creature or player by two or more sources at the same time, the
player or the controller of the creature chooses which damage the shield
prevents first. Once the shield has been reduced to 0, any remaining
damage is dealt normally. Such effects count only the amount of damage;
the number of events or sources dealing it doesn't matter.
[CompRules 2003/10/01]
419.8 - Sources of Damage
- 419.8a - Some effects apply to damage from a source-for example, "The next
time a red source of your choice would deal damage to you this turn,
prevent that damage." If an effect requires a player to choose a source,
he or she may choose either a permanent, a spell on the stack (including
an artifact, creature, or enchantment spell), or any card or permanent
referred to by a spell or ability on the stack. The source is chosen when
the effect is created. If the player chooses a permanent, the prevention
will apply to the next damage from that permanent, regardless of whether
it's from one of that permanent's abilities or combat damage dealt by it.
If the player chooses an artifact, creature, or enchantment spell, the
prevention will apply to any damage from that spell and from the permanent
that it becomes when it resolves. [CompRules 2003/10/01]
- 419.8b - Some effects from spells and abilities prevent or replace damage
from sources with certain properties, such as a creature or a source of a
particular color. When the source would deal damage, the "shield"
rechecks the source's properties. If the properties no longer match, the
damage isn't prevented or replaced. If for any reason the shield prevents
no damage or replaces no damage, the shield isn't used up.
[CompRules 2003/07/01]
- 419.8c - Some effects from static abilities prevent or replace damage from
sources with certain properties. For these effects, the prevention or
replacement applies to sources that are permanents with that property and
to any sources that aren't in play that have that property.
[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]
- 419.9b - A replacement effect can become applicable to an event as the
result of another replacement effect that modifies the event.
[CompRules 2003/07/01]
Example: One effect reads "For each 1 life you would gain, instead draw a
card," and another reads "If you would draw a card, return a card from
your graveyard to your hand instead." Both effects combine (regardless of
the order they came into existence): Instead of gaining 1 life, the player
puts a card from his or her graveyard into his or her hand.
[CompRules 2003/10/01]
This search based on the January 15,2004 release of the Rulings.
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