This search based on the January 15, 2004 release of the Rulings.
G3.1 - Cantrip (Informal)
- G3.1a - This is a nickname for any spell that has "Draw a card" as part of
its effect. [CompRules 2003/07/01]
G3.2 - Card
- G3.2a - When a rule or text on a card refers to a "card," it means a Magic
card with a Magic card front and the Magic card back. Tokens aren't
considered cards-even a card that represents a token isn't considered a
card for rules purposes. See Rule 200.1. [CompRules 2003/07/01]
- G3.2b - Use the Oracle card reference to determine a card's text.
[CompRules 2003/07/01]
G3.3 - Cast (Obsolete)
- G3.3a - Some older cards used the term "cast" to describe the playing
of a spell. In general, cards that were printed with the term "cast" now
use the term "play." [CompRules 2003/12/01]
G3.4 - Caster (Obsolete)
- G3.4a - Some older cards used the term "caster" to describe the player who
played a spell. In general, cards that were printed with the term
"caster" now refer to the object's "controller." [CompRules 2003/07/01]
G3.5 - Casting Cost (Obsolete)
- G3.5a - Some older cards used the term "casting cost" to describe the mana
cost of a spell. In general, cards that were printed with the term
"casting cost" now use the term "mana cost." Cards that used the term
"total casting cost" now use the term "converted mana cost."
[CompRules 2003/07/01]
G3.6 - Change a Target
- G3.6a - The target of a spell or ability can change only to another legal
target. If the target can't change to another legal target, the original
target is unchanged. Changing a spell or ability's target can't change
its mode. You can change the target of a spell or ability only if an
effect tells you to change its target. [CompRules 2003/07/01]
- Note - Also see Rule 415.7, "Changing Targets."
G3.7 - Characteristics
- G3.7a - An object's characteristics are name, mana cost, color, type,
subtype, supertype, expansion symbol, abilities, rules text, power, and
toughness. Characteristics don't include any other information, such as
whether a permanent is tapped, a spell or permanent's controller, a
spell's target, what a local enchantment enchants, and so on. See
Rule 201, "Characteristics." [CompRules 2003/07/01]
G3.8 - Characteristic-Setting Ability
- G3.8a - Some objects have static abilities which state that that object
"has" one or more abilities; "is" a particular type, supertype, subtype,
or color; or that one or more of its characteristics "is" or "are" a
particular value. These abilities are characteristic-setting abilities.
[CompRules 2003/07/01]
- Note - Also see Rule 405.2.
G3.9 - Characteristic-Setting Effect
- G3.9a - An effect from a characteristic-setting ability is a
characteristic-setting effect. [CompRules 2003/07/01]
- Note - Also see Rule 405.2.
G3.10 - Cleanup Step
- G3.10a - Cleanup is the second and final step of the end phase. Spells and
abilities may be played during this step only if the conditions for any
state-based effects exist or if any abilities have triggered. In that
case, the step repeats. [CompRules 2003/07/01]
- Note - Also see Rule 314, "Cleanup Step."
G3.11 - Collector Number
- G3.11a - Some card sets feature collector numbers. This information is
printed in the form [card number]/[total cards in the set], immediately
following the legal text. These numbers have no effect on game play.
[CompRules 2003/07/01]
- Note - Also see Rule 211, "Collector Number."
G3.12 - Color
- G3.12a - The only colors in the Magic game are white, blue, black, red, and
green. An object can be one or more of those colors or it can be
colorless. "Colorless" isn't a color; neither are "artifact," "land,"
"brown," "gold," and so on. See Rule 203.2. [CompRules 2003/07/01]
- G3.12b - An object's color is determined by the color(s) of the mana
symbols in its mana cost. [CompRules 2003/07/01]
- G3.12c - Effects may change an object's color. If an effect gives an object
a new color, the new color replaces all previous colors the object had.
[CompRules 2003/07/01]
G3.13 - Colorless
- G3.13a - An object with no color is colorless. Lands are colorless because
they have no mana cost. Artifacts are colorless because they have no
colored mana in their mana costs. Face-down creatures are colorless due
to the effects that turn them face down. A colorless object can be given
a color by an effect. [CompRules 2003/07/01]
- Note - Also see Rule 203.2.
G3.14 - Colorless mana
- G3.14a - Numeral symbols (such as {1}) and variable symbols (such as {X})
can represent colorless mana if they appear in the effect of a spell or
ability that reads, "add [mana symbol] to your mana pool" or something
similar. See Rule 104.3d. [CompRules 2003/12/01]
G3.15 - Combat Damage
- G3.15a - Combat damage is dealt during the combat damage step of the combat
phase by attacking creatures and blocking creatures. It doesn't include
damage dealt by spells and abilities during the combat phase. See
Rule 310, "Combat Damage Step." [CompRules 2003/07/01]
G3.16 - Combat Damage Step
- G3.16a - The combat damage step is the fourth step of the combat phase.
Attacking and blocking creatures deal damage in the combat damage step.
A player may play spells and abilities during this step whenever he or she
has priority. [CompRules 2003/07/01]
- G3.16b - If any attacking or blocking creature has first strike (see
Rule 502.2) or double strike (see Rule 502.28), there are two combat
damage steps. [CompRules 2003/07/01]
- Note - Also see Rule 310, "Combat Damage Step."
G3.17 - Combat Phase
- G3.17a - Combat is the third phase of the turn. The combat phase has five
steps: beginning of combat, declare attackers, declare blockers, combat
damage, and end of combat. [CompRules 2003/07/01]
- Note - Also see Rule 306 through Rule 311.
G3.18 - Comes into Play
- G3.18a - A permanent comes into play when the card or token representing it
is moved into the in-play zone. A permanent whose type or controller
changes doesn't "come into play." [CompRules 2003/07/01]
- G3.18b - Permanents come into play untapped and under the control of
whoever put them into play. [CompRules 2003/07/01]
- G3.18c - When a permanent comes into play, first apply any replacement
effects, then apply continuous effects, then check to determine if the
current form of the permanent generates any triggered abilities.
Example: If an instruction causes something to come into play tapped, it
isn't put into play untapped and then tapped. [CompRules 2003/07/01]
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]
- Note - Also see Rule 102.7.
G3.20 - Constructed
- G3.20a - In constructed play, each player needs his or her own deck of at
least sixty cards, small items to represent any tokens and counters, and
some way to clearly track life totals. A constructed deck can have any
number of basic land cards and no more than four of any card with a
particular English name other than basic land cards. See Rule 100.2.
[CompRules 2003/07/01]
G3.21 - Continuous Effect
- G3.21a - Continuous effects are usually active as long as the permanent
with the associated static ability remains in play or the object with the
associated static ability remains in the appropriate zone. A spell or
ability can also create a continuous effect that doesn't depend on a
permanent; these last as long as the spell or ability specifies. See
Rule 418, "Continuous Effects." [CompRules 2003/07/01]
G3.22 - Continuous Artifact (Obsolete)
- G3.22a - Some older cards used the term "continuous artifact" on the card's
type line. They were artifacts without activated abilities. Cards that
were printed with the term "continuous artifact" now simply use
"artifact." [CompRules 2003/07/01]
G3.23 - Control, Controller
- G3.23a - A permanent's controller is whoever put it into play unless the
spell or ability that put the permanent into play states otherwise. Other
effects can later change a permanent's controller. [CompRules 2003/07/01]
- G3.23b - A spell or activated ability on the stack is controlled by whoever
played it. A triggered ability on the stack is controlled by the player
who controlled its source at the time it triggered. [CompRules 2003/07/01]
- G3.23c - Objects in zones other than in play or the stack have no
controller. If anything asks for the controller of an object that doesn't
have a controller, use its owner instead. [CompRules 2003/12/01]
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."
G3.25 - Converted Mana Cost
- G3.25a - The converted mana cost of an object is the total amount of mana
in its mana cost, regardless of color.
Example: An Air Elemental has a mana cost of {3}{U}{U} and a converted
mana cost of 5. [CompRules 2003/07/01]
- Note - Also see Rule 203, "Mana Cost and Color."
G3.26 - Copiable Values
- G3.26a - An object's "copiable values" are the values that are printed on
the object, as modified by other copy effects, plus any values set for
face-down spells or permanents. Other effects (including type-changing
effects) and counters are not copied. [CompRules 2003/07/01]
- Note - Also see Rule 503.2 and Rule 503.3.
G3.27 - Copy
- G3.27a - A "copy" of an object is an object whose copiable values have been
set to those of the first object. [CompRules 2003/07/01]
- Note - Also see Rule 503, "Copying Objects."
G3.28 - Cost
- G3.28a - Playing spells and activated abilities requires paying a cost.
Most costs are paid in mana, but they may also include paying life,
tapping or sacrificing permanents, discarding cards, and so on.
[CompRules 2003/07/01]
- G3.28b - A player can't pay a cost unless he or she has the necessary
resources to pay it fully. For example, a player with only 1 life can't
pay a cost of 2 life, and a permanent that's already tapped can't be
tapped to pay a cost. [CompRules 2003/07/01]
- Note - Also see Rule 203, "Mana Cost and Color," and Rule 403, "Activated
Abilities."
G3.29 - Counter
- G3.29a - Counter has two meanings in the Magic game.
- G3.29b - To counter a spell or ability is to cancel it, removing it from
the stack. It doesn't resolve and none of its effects occur. A countered
spell is put into its owner's graveyard. [CompRules 2003/07/01]
- G3.29c - A counter is a marker placed on an object, either modifying its
characteristics or interacting with an effect. A +X/+Y counter on a
permanent, where X and Y are numbers, adds X to that permanent's power and
Y to that permanent's toughness. These bonuses are added after
permanent-type changing effects and before other power and toughness
changing effects. Similarly, -X/-Y counters subtract from power and
toughness. Counters with the same name or description are
interchangeable. Counters may also be given to players. For information
about poison counters, see Rule 102.8. [CompRules 2003/07/01]
- Note - Also see Rule 414, "Countering Spells and Abilities."
G3.30 - Counts As (Obsolete)
- G3.30a - Some older cards were printed with text stating that the card
"counts as" something. As far as the game rules and other cards are
concerned the card is that thing. (Newer Magic cards use "is" instead.)
[CompRules 2003/07/01]
G3.31 - Creature
- G3.31a - Creature is a type. The active player can play creatures only
during his or her main phase when the stack is empty. When a creature
spell resolves, its controller puts it into play under his or her control.
[CompRules 2003/12/01]
- Note - Also see Rule 212.3, "Creatures." [CompRules 2003/07/01]
G3.32 - Creature Type
- G3.32a - Creature subtypes are always a single word and are listed after a
long dash: "Creature - Minotaur," "Artifact Creature - Golem Legend," etc.
Creature subtypes are also called creature types. Creatures may have
multiple subtypes. [CompRules 2003/12/01]
- G3.32b - The list of creature types, updated through the Mirrodin set, is as
follows: [CompRules 2003/12/01]
Abomination, Aboroth, Advisor, Aladdin, Albatross, Alchemist, Ali-Baba,
Ali-from-Cairo, Alligator, Ambush-Party, Ancestor, Angel, Ant, Antelope,
Ape, Archaeologist, Archer, Asp, Assassin, Assembly-Worker, Atog, Aurochs,
Avatar, Avenger, Avizoa, Badger, Ball-Lightning, Bandit, Banshee,
Barbarian, Barishi, Basilisk, Bat, Bear, Beast, Bee, Beeble, Behemoth,
Being, Berserker, Bird, Boar, Bodyguard, Brother, Brownie, Brushwagg,
Bull, Bureaucrat, Butterfly, Camarid, Camel, Caravan, Caribou, Carnivore,
Carriage, Carrier, Cat, Cavalry, Cave-People, Centaur, Cephalid, Cheetah,
Chicken, Chimera, Citizen, Clamfolk, Cleric, Clone, Cobra, Cockatrice,
Constable, Cow, Crab, Crocodile, Crusader, Dandan, Demon, Dervish,
Deserter, Devil, Devouring-Deep, Dinosaur, Djinn, Dog, Doppelganger,
Dragon, Dragonfly, Drake, Drill-Sergeant, Drone, Druid, Dryad, Dwarf,
Eater, Eel, Effigy, Efreet, Egg, Elder, Elemental, Elephant, Elf,
El-Hajjaj, Enchantress, Entity, Erne, Essence, Exorcist, Faerie, Fallen,
Farmer, Ferret, Fiend, Fish, Flagbearer, Flying-Men, Force, Fox, Frog,
Frostbeast, Fungus, Fungusaur, Gaea's-Avenger, Gaea's-Liege, Gargoyle,
Gatekeeper, General, Ghost, Ghoul, Giant, Gnome, Goat, Goblin, Golem,
Gorgon, Graveborn, Gremlin, Griffin, Guardian, Gus, Gypsy, Hag, Harlequin,
Hell's-Caretaker, Heretic, Hero, Hipparion, Hippo, Homarid, Hornet,
Horror, Horse, Horseman, Hound, Human, Hunter, Hydra, Hyena, Illusion,
Imp, Incarnation, Infernal-Denizen, Inquisitor, Insect, Island-Fish,
Jackal, Jellyfish, Kavu, Keeper, Kelp, King, Kithkin, Knight, Kobold,
Kraken, Lady-of-Proper-Etiquette, Leech, Legend, Legionnaire, Lemure,
Leper, Leviathan, Lhurgoyf, Lichenthrope, Licid, Lion, Lizard, Lord,
Lurker, Lycanthrope, Mage, Maggot, Maiden, Mammoth, Manticore, Mantis,
Marid, Martyr, Master, Medusa, Meerkat, Mercenary, Merchant, Merfolk,
Mindsucker, Minion, Minor, Minotaur, Miracle-Worker, Mist, Mistfolk, Mob,
Mold- Demon, Monger, Mongoose, Monkey, Monster, Mosquito, Mummy,
Murk-Dwellers, Mutant, Mystic, Myr, Nameless-Race, Narwhal, Necrosavant,
Nekrataal, Niall-Silvain, Nightmare, Nightstalker, Noble, Nomad, Octopus,
Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Paladin, Peacekeeper,
Pegasus, Pentavite, People-of-the-Woods, Pest, Phantasm, Phelddagrif,
Phoenix, Pig, Pikemen, Pirate, Pixie-Queen, Plant, Poison-Snake,
Poltergeist, Pony, Preacher, Priest, Prism, Pyknite, Rabbit, Raider,
Ranger, Rat, Rebel, Reflection, Rhino, Robber, Roc, Rock-Sled, Rogue,
Rukh, Sage, Salamander, Sand, Saproling, Satyr, Scavenger, Scorpion,
Scout, Serf, Serpent, Shade, Shaman, Shapeshifter, Shark, Sheep, Ship,
Shyft, Sindbad, Singing-Tree, Sister, Skeleton, Slith, Sliver, Slug,
Smith, Snake, Soldier, Sorceress, Spawn, Speaker, Specter, Spellshaper,
Sphinx, Spider, Spike, Spirit, Sponge, Sprite, Spuzzem, Spy, Squire,
Squirrel, Stangg-Twin, Starfish, Stone, Strider, Survivor, Swarm,
Tactician, Tarpan, Taskmaster, Tetravite, Thief,
The-Biggest-Baddest-Nastiest-Scariest-Creature-You'll-Ever-See, Thopter,
Thrull, Thundermare, Tiger, Titan, Toad, Tombspawn, Tortoise, Townsfolk,
Tracker, Treefolk, Troll, Turtle, Uncle-Istvan, Undead, Unicorn, Vampire,
Vedalken, Viashino, Villain, Viper, Volver, Vulture, Walking-Dead, Wall,
War-Rider, Warrior, Warthog, Wasp, Wave, Whale, Whippoorwill, Wight,
Wiitigo, Wildebeest, Will-o'-the-Wisp, Witch, Wizard, Wolf, Wolverine,
Wolverine-Pack, Wolves-of-the-Hunt, Wombat, Wood, Worm, Wraith, Wretched,
Wurm, Yeti, Zombie
G3.33 - Cumulative Upkeep
- G3.33a - Cumulative upkeep is a triggered ability.
"Cumulative upkeep [cost]" means "At the beginning of your upkeep, put an
age counter on this permanent, then sacrifice this permanent unless you
pay [cost] for each age counter on it." Note that if a permanent has more
than one instance of cumulative upkeep, each creates a separate triggered
ability at the beginning of upkeep that counts all the age counters on the
permanent from both abilities. [CompRules 2003/07/01]
- Note - Also see Rule 502.13, "Cumulative Upkeep."
G3.34 - Cycling
- G3.34a - Cycling is an activated ability that functions only while the card
with cycling is in a player's hand. "Cycling [cost]" means "[Cost],
Discard this card from your hand: Draw a card." [CompRules 2003/07/01]
- Note - Also see Rule 502.18, "Cycling."
This search based on the January 15,2004 release of the Rulings.
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