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

G13.1 - Madness
  • G13.1a - Madness is a keyword that represents two abilities. The phrase "Madness [cost]" means "If a player would discard this card from his or her hand, that player discards it, but may remove it from the game instead of putting it into his or her graveyard" and "When this card is removed from the game this way, until that player passes next, the player may play it any time he or she could play an instant as though it were in his or her hand by paying [cost] rather than paying its mana cost. When the player passes next, he or she puts it into his or her graveyard." [CompRules 2003/07/01]
  • Note - Also see Rule 502.24, "Madness."
G13.2 - Main Game
  • G13.2a - One card (Shahrazad) allows players to play a Magic subgame. The "main game" is the game in which Shahrazad was played. [CompRules 2003/07/01]
  • Note - Also see Rule 506, "Subgames."
G13.3 - Main Phase
  • G13.3a - The term "main phase" comprises the first main and second main phases, also called the "precombat" and "postcombat" main phases. Artifact, creature, enchantment, and sorcery spells may be played only by the active player during his or her main phase, and only when the stack is empty. A player may also play one land each turn during his or her main phase. [CompRules 2003/07/01]
G13.4 - Mana
  • G13.4a - Mana is the energy used to play spells and is usually produced by lands. Mana is created by mana abilities (and sometimes by spells), and it can be used to pay costs immediately or can stay in the player's mana pool. See Rule 406, "Mana Abilities." [CompRules 2003/12/01]
  • G13.4b - Colored mana costs, represented by colored mana symbols, can be paid only with the appropriate color of mana. Generic mana costs can be paid with any color of, or with colorless, mana. See Rule 104.3. [CompRules 2003/07/01]
  • G13.4c - The spell or ability that adds mana to a mana pool may restrict how it can be used. An ability might produce mana that can be used only to play creature spells or only to pay activation costs. [CompRules 2003/07/01]
  • G13.4d - The type of mana a permanent "could produce" is the type of mana that any ability of that permanent can generate, taking into account any applicable replacement effects. If the type of mana can't be defined, there's no type of mana that that permanent could produce. The "type" of mana includes both its color (if any) and any restrictions placed upon it. [CompRules 2003/07/01]
G13.5 - Mana Ability
  • G13.5a - A mana ability is either activated or triggered. A mana ability doesn't go on the stack--it resolves immediately. See Rule 411, "Playing Mana Abilities." [CompRules 2003/07/01]
  • G13.5b - A player may play an activated mana ability whenever he or she has priority and whenever a rule or effect asks for a mana payment. This is the only type of ability that can be played in the middle of playing or resolving a spell or ability. See Rule 406, "Mana Abilities." [CompRules 2003/07/01]
G13.6 - Mana Burn
  • G13.6a - When a phase ends, any unused mana remaining in a player's mana pool is lost. The player loses 1 life for each mana lost this way. This is called "mana burn." [CompRules 2003/07/01]
  • Note - Also see Rule 300.3.
G13.7 - Mana Cost
  • G13.7a - The mana cost of a nonland card is indicated by the mana symbols printed on its upper right corner. The mana cost of a land card, token, or face-down creature is 0. [CompRules 2003/07/01]
  • Note - Also see Rule 203, "Mana Cost and Color."
G13.8 - Mana Pool
  • G13.8a - When an effect creates mana, that mana goes into the player's mana pool. From there, it can be used to pay for spells and abilities. The mana can be used immediately to pay a cost, or stored in the mana pool for use later in the phase. The mana pool is cleared at the end of each phase. See also Mana Burn. [CompRules 2003/12/01]
G13.9 - Mana Source (Obsolete)
  • G13.9a - Some older cards were printed with the type "mana source." All mana source cards are now instant cards. Abilities that read "Play this ability as a mana source" are now mana abilities. [CompRules 2003/07/01]
G13.10 - Mana Symbol
  • G13.10a - The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, {Z} and the numerals {0}, {1}, {2}, {3}, {4}, and so on. See Rule 104.3. [CompRules 2003/07/01]
  • G13.10b - Each of the colored mana symbols represents one colored mana: {W} white, {U} blue, {B} black, {R} red, and {G} green. See Rule 104.3a. [CompRules 2003/07/01]
  • G13.10c - Numeral symbols (such as {1}) are generic mana costs and represent an amount of mana that can be paid with any color of, or colorless, mana. See Rule 104.3b. [CompRules 2003/07/01]
  • G13.10d - The symbols {X}, {Y} and {Z} represent unspecified amounts of mana; when playing a spell or activated ability with {X}, {Y}, or {Z} in its cost, its controller decides the value of that variable. See Rule 104.3c. [CompRules 2003/07/01]
  • G13.10e - Numeral symbols and variable symbols can also represent colorless mana if they appear in the effect of a spell or of a mana ability that reads "add [mana symbol] to your mana pool" or something similar. See Rule 104.3d. [CompRules 2003/07/01]
  • G13.10f - The symbol {0} represents zero mana and is used as a placeholder when a spell or activated ability costs nothing to play. A spell or ability whose cost is {0} must still be played the same way as one with a cost greater than zero; it won't play itself automatically. See Rule 104.3e. [CompRules 2003/07/01]
G13.11 - Match
  • G13.11a - A match is a series of Magic games and is important only for tournament or league play. A match usually consists of the best two of three games, or sometimes the best three of five. For more information, consult the DCI Magic Floor Rules ( "http://www.wizards.com/default.asp?x=dci/utr/intro"). [CompRules 2003/07/01]
G13.12 - Maximum Hand Size
  • G13.12a - Each player's maximum hand size is normally seven cards, though effects may modify this. As the first part of the active player's cleanup step, if he or she has too many cards in his or her hand, that player chooses and discards as many cards as needed to reduce his or her hand to its maximum size (but no more than that). [CompRules 2003/07/01]
  • Note - Also see Rule 314, "Cleanup Step."
G13.13 - Modal, Mode
  • G13.13a - A spell or ability is modal if it is written "Choose one -" or "[a specified player] chooses one -." Modal spells and abilities offer a choice of effects. A modal spell or ability's controller must choose the mode as part of playing the spell or ability or as part of putting the ability on the stack (in the case of triggered abilities). See Rule 409.1b. [CompRules 2003/07/01]
G13.14 - Mono Artifact (Obsolete)
  • G13.14a - Some older cards used the term "mono artifact" on the card's type line. They were artifacts that had activated abilities that included the tap symbol. Cards that were printed with the term "mono artifact" now simply use "artifact." [CompRules 2003/12/01]
G13.15 - Morph
  • G13.15a - Morph is a static ability that functions any time you could play the card it's on, and the morph effect works any time the card is face down. The phrase "Morph [cost]" means "You may play this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and a mana cost of 0 by paying 3 rather than its mana cost." Any time you could play an instant, you may show all players the morph cost for any face-down permanent you control, pay that cost, then turn the permanent face up. This action does not use the stack. [CompRules 2003/07/01]
  • Note - Also see Rule 502.26, "Morph."
G13.16 - Mountain
  • G13.16a - "Mountain" is one of the five basic land types. Any land with the land type Mountain has the ability "{Tap}: Add {R} to your mana pool." See Rule 212.6d. [CompRules 2003/07/01]
G13.17 - Mountaincycling G13.18 - Mountainwalk 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 is. [CompRules 2003/12/01]
  • 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]
G13.20 - Mulligan
  • G13.20a - A player can "mulligan" by shuffling his or her hand back into his or her library and drawing a new hand with one fewer card before taking the first turn. Any player dissatisfied with his or her starting hand may mulligan as often as he or she wishes, drawing one fewer card each time. See Rule 101.4. [CompRules 2003/07/01]
G13.21 - Multicolored
  • G13.21a - A multicolored card has two or more colors. Multicolored cards are printed with gold frames to reinforce this. See Rule 203.2. [CompRules 2003/07/01]
  • G13.21b - A multicolored object is affected by anything that singles out any of its colors. For example, a black-and-green creature is destroyed by a spell that reads, "Destroy all green creatures." Something that can't affect a particular color doesn't affect a multicolored object with that color, so that same creature can't be targeted by a spell or ability that reads, "Destroy target nonblack creature." [CompRules 2003/07/01]
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