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

G19.1 - Sacrifice
  • G19.1a - To sacrifice a permanent, its controller moves it from the in-play zone directly to its owner's graveyard. A player can't sacrifice something that isn't a permanent, or something that's a permanent he or she doesn't control. If an effect instructs a player to sacrifice a permanent that he or she doesn't control, nothing happens. Sacrificing a permanent doesn't destroy it, so regeneration or other effects that replace destruction can't affect it. [CompRules 2003/07/01]
G19.2 - Sealed-Deck
  • G19.2a - For sealed deck or draft play, only forty cards are required in a deck, and a player may use as many duplicates of a card as he or she has. Each player still needs small items to represent any tokens and counters, and some way to clearly track life totals. See Rule 100.3. [CompRules 2003/07/01]
G19.3 - Search
  • G19.3a - If you're required to search a zone not revealed to all players for cards matching some criteria, you aren't required to find those cards even if they're present; however, if you do choose to find cards, you must reveal those cards to all players. Even if you don't find any cards, you are still considered to have searched the zone. [CompRules 2003/12/01]
  • G19.3b - If you're simply searching for "any card," you must find a card (if possible). [CompRules 2003/07/01]
  • G19.3c - If you're required to search for a specific number of cards, you must choose that many cards (or as many as possible.)
    Example: If an effect causes you to search a player's library for all duplicates of a particular card and remove them from the game, you may choose to leave some of them alone, but if an effect causes you to search your library for three cards and it contains at least three, you can't choose less than three. [CompRules 2003/07/01]
  • G19.3d - If an effects states to search for a [type, supertype, or subtype] card, it can only find cards that have that type, supertype, or subtype. It can't find a card that has a name equal to that type, supertype, or subtype unless that card also has the type, supertype, or subtype. [CompRules 2003/07/01]
G19.4 - Set Aside
  • G19.4a - To set aside a card is to remove it from the game; however, the effect will specify some condition that allows the set-aside card to return to the game. See also Removed from the Game. [CompRules 2003/07/01]
G19.5 - Shadow
  • G19.5a - Shadow is an evasion ability. Attacking creatures with shadow can't be blocked by creatures without shadow, and attacking creatures without shadow can't be blocked by creatures with shadow. [CompRules 2003/07/01]
  • Note - Also see Rule 502.8, "Shadow."
G19.6 - Shield
  • G19.6a - Replacement and prevention effects act like "shields" around whatever they're affecting. [CompRules 2003/07/01]
  • Note - Also see Rule 419, "Replacement and Prevention Effects."
G19.7 - Shuffle
  • G19.7a - To shuffle a deck, library, or pile is to make the order of that deck, library, or pile random. After a player shuffles a deck, library, or pile, he or she owns, the opponent has the option to shuffle or cut that pile. See Rule 101.1. [CompRules 2003/07/01]
G19.8 - Skip
  • G19.8a - To skip an event, step, phase, or turn is to proceed past it as though it didn't exist. Skipping an event, step, phase, or turn is a replacement effect. "Skip [something]" is the same as "Instead of doing [something], do nothing." See Rule 300.9 and Rule 419.6e. [CompRules 2003/07/01]
  • G19.8b - 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]
  • G19.8c - 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. See Rule 419.6f. [CompRules 2003/07/01]
G19.9 - Snow-Covered
  • G19.9a - Snow-covered is an ability that doesn't do anything in its own right; it's simply a keyword that other cards look for. When a card refers to a "snow-covered land," it means a land with the snow-covered ability. When a card refers to a "snow-covered Forest," it means a Forest with the snow-covered ability, and so on. [CompRules 2003/07/01]
  • Note - Also see Rule 502.14, "Snow-Covered."
G19.10 - Snow-Covered Landwalk
  • G19.10a - Snow-covered landwalk is a special form of landwalk. A creature with snow-covered landwalk is unblockable as long as the defending player controls at least one land of the specified subtype or supertype that has the snow-covered ability. [CompRules 2003/07/01]
  • Note - Also see Rule 502.6, "Landwalk."
G19.11 - Sorcery
  • G19.11a - Sorcery is a type. The active player can play sorceries only during his or her main phase when the stack is empty. A sorcery spell is put into its owner's graveyard as part of its resolution. [CompRules 2003/07/01]
  • Note - Also see Rule 212.7, "Sorceries."
G19.12 - Source of an Ability
  • G19.12a - The source of an ability is the object that generated it. See Rule 402, "Abilities." [CompRules 2003/07/01]
G19.13 - Source of Damage
  • G19.13a - The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, he or she may choose either a permanent or a spell on the stack (including one that creates a permanent) or any object referred to by a spell or ability on the stack. A source doesn't need to be capable of dealing damage to be a legal choice. [CompRules 2003/07/01]
  • Note - Also see Rule 419.8, "Sources of Damage."
G19.14 - Special Action
  • G19.14a - Special actions don't use the stack. The special actions are playing a land, turning a face-down permanent face up, ending continuous effects or preventing delayed triggered abilities, and ignoring or suspending certain continuous effects. See Rule 408.1i and Rule 408.2, "Actions That Don't Use the Stack." [CompRules 2003/12/01]
G19.15 - Spell
  • G19.15a - A nonland card becomes a spell when it's played and remains a spell until it's countered, it resolves, or it otherwise leaves the stack. A copy of a spell is also a spell, even if it has no card associated with it. See Rule 213, "Spells," and Rule 401, "Spells on the Stack." [CompRules 2003/07/01]
G19.16 - Split Cards
  • G19.16a - Split cards have two card faces on a single card. The back of a split card is the normal, full-size Magic card back. Split cards have two sets of characteristics: two names, two mana costs, and so on. They always have both sets, except when they're spells on the stack. When you play a split card, you announce which side you're playing. While it's on the stack, the other side is ignored completely. [CompRules 2003/07/01]
  • G19.16b - Split cards have two mana costs with different colors of mana in them. That means they are multicolored cards, except while they're on the stack. [CompRules 2003/07/01]
  • G19.16c - If an effect tells you to name a card, you must name all of a split card's names. [CompRules 2003/07/01]
  • G19.16d - Effects that ask for a split card's characteristic get both answers. Effects that ask if a split card's characteristic matches a given value get only one answer. This answer is "yes" if either side of the split card matches the given value. [CompRules 2003/07/01]
  • Note - Also see Rule 505, "Split Cards."
G19.17 - Stack
  • G19.17a - A spell or ability goes on top of the stack when it's played or put onto the stack. Combat-damage assignments also go on top of the stack as though they were a single object. Whenever both players pass in succession, the spell, ability, or combat damage on top of the stack resolves and the active player receives priority again. [CompRules 2003/07/01]
  • Note - Also see Rule 217.6, "Stack," and Rule 408.1, "Timing, Priority, and the Stack."
G19.18 - State-Based Effects
  • G19.18a - State-based effects continually "watch" the game for a particular state. Whenever a player would receive priority, state-based effects are checked and applied. [CompRules 2003/07/01]
  • Note - Also see Rule 420, "State-Based Effects."
G19.19 - State Triggers
  • G19.19a - State triggers are triggered abilities that watch for a game state rather than an event and trigger as soon as the game state matches the condition. Once a state trigger has triggered, it won't trigger again until the ability it created has resolved or been countered. See Rule 410.11. [CompRules 2003/07/01]
G19.20 - Static Ability
  • G19.20a - Static abilities do something all the time rather than being played at specific times. Static abilities create continuous effects, which are active as long as the permanent with the ability remains in play and has the ability, or as long as the object with the ability remains in the appropriate zone. A spell or ability can also create a continuous effect that doesn't depend on a permanent; these may last a specified length of time or for the rest of the game. [CompRules 2003/07/01]
  • Note - Also see Rule 412, "Handling Static Abilities."
G19.21 - Step
  • G19.21a - Some phases of the turn are further subdivided into steps. See Section 3, "Turn Structure."
G19.22 - Storm
  • G19.22a - Storm is a triggered ability that functions while the spell is on the stack. "Storm" means "When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any number of the copies." [CompRules 2003/07/01]
  • Note - Also see Rule 502.30, "Storm."
G19.23 - Subgame
  • G19.23a - One card (Shahrazad) allows players to play a Magic subgame. A "subgame" is the game created by Shahrazad. [CompRules 2003/07/01]
  • Note - Also see Rule 506, "Subgames."
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 type line, 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]
  • Note - Also see Rule 205.3, "Subtypes," and Rule 212, "Type, Supertype, and Subtype."
G19.25 - Successfully Cast (Obsolete)
  • G19.25a - Some older cards were printed with the term "successfully cast." In general, any ability that's written as triggering when a spell is "successfully cast" should be read as triggering when the spell is played. [CompRules 2003/07/01]
G19.26 - Summon (Obsolete)
  • G19.26a - Older creature cards were printed with the type "Summon [creature type]." All "Summon [creature type]" cards should be read as "Creature - [creature type]." [CompRules 2003/07/01]
G19.27 - Summoning Sickness (Informal)
  • G19.27a - The term "summoning sickness" is an informal term which describes a creature's inability to attack or to use activated abilities that include the tap symbol when it has come under a player's control since the beginning of that player's most recent turn. [CompRules 2003/07/01]
  • Note - Also see Rule 212.3d.
  • Note - Also see Rule G8.2, "Haste".
G19.28 - Supertype
  • G19.28a - A card can have one or more "supertypes." These are printed directly before the card's types. If an object's types or subtypes change, any supertypes it has are kept, although they may not be relevant to the new type. [CompRules 2003/07/01]
  • Note - Also see Rule 205.4, "Supertypes."
G19.29 - Swamp
  • G19.29a - "Swamp" is one of the five basic land types. Any land with the land type Swamp has the ability "{Tap}: Add {B} to your mana pool." See Rule 212.6d. [CompRules 2003/07/01]
G19.30 - Swampcycling
  • G19.30a - See Landcycling. [CompRules 2003/07/01]
G19.31 - Swampwalk
  • G19.31a - See Landwalk. [CompRules 2003/07/01]
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