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

G4.1 - Damage
  • G4.1a - Damage can be dealt to creatures and/or players. [CompRules 2003/07/01]
  • G4.1b - Damage dealt to a player is subtracted from his or her life total. [CompRules 2003/07/01]
  • G4.1c - Damage dealt to a creature stays on the permanent until end of turn, even if it stops being a creature. A creature with damage greater than or equal to its toughness has been dealt lethal damage and is destroyed. (See Rule 420, "State-Based Effects.") Damage doesn't alter a creature's toughness. A noncreature permanent isn't affected by damage (but if it becomes a creature again before the damage is removed, the creature may be destroyed). During the cleanup step, all damage is removed from permanents. [CompRules 2003/07/01]
  • G4.1d - Costs and effects that read "lose life" or "pay life" don't deal damage, and that loss of life can't be prevented or otherwise altered by damage-prevention effects. [CompRules 2003/07/01]
G4.2 - Damage-Prevention Ability
  • G4.2a - A damage-prevention ability is a static or activated ability that generates a damage-prevention effect. [CompRules 2003/07/01]
  • Note - Also see Rule 419.7, "Prevention Effects."
G4.3 - Deck
  • G4.3a - A player's deck is the collection of cards that player starts the game with. When the game begins, each player's deck becomes his or her library. [CompRules 2003/07/01]
G4.4 - Declare Attackers
  • G4.4a - To declare attackers, the active player chooses a set of creatures that will attack and pays any costs they require to attack. Only creatures can attack, and the following creatures can't attack: tapped creatures (even those that can attack without tapping), creatures with creature type "Wall," and creatures the active player didn't control continuously since the beginning of the turn (except those with haste). Other effects may also affect whether or not a set of creatures could attack. [CompRules 2003/07/01]
  • Note - Also see Rule 500, "Legal Attacks and Blocks."
G4.5 - Declare Attackers Step
  • G4.5a - The declare attackers step is the second step of the combat phase. The active player declares attackers during this step. Then the active player gets priority and players may play spells and abilities. [CompRules 2003/12/01]
  • Note - Also see Rule 308, "Declare Attackers Step."
G4.6 - Declare Blockers
  • G4.6a - To declare blockers, the defending player chooses a set of creatures that will block and pays any costs they require to block. Only untapped creatures can block, but blocking doesn't cause creatures to tap. Other effects may also affect whether or not a set of creatures could block. [CompRules 2003/07/01]
  • Note - Also see Rule 500, "Legal Attacks and Blocks."
G4.7 - Declare Blockers Step
  • G4.7a - The declare blockers step is the third step of the combat phase. The defending player declares blockers during this step. Then the active player gets priority and players may play spells and abilities. [CompRules 2003/12/01]
  • Note - Also see Rule 309, "Declare Blockers Step."
G4.8 - Defending Player
  • G4.8a - During the combat phase, from the start of the declare attackers step until the end of the combat phase, the active player's opponent is the defending player. Creatures can attack only the defending player; they can't attack other players or creatures. During phases other than combat, there is no defending player. [CompRules 2003/07/01]
  • Note - Also see Rule 306.3.
G4.9 - Delayed Triggered Ability
  • G4.9a - A delayed triggered ability is created by effects generated when some spells or abilities resolve. [CompRules 2003/07/01]
  • Note - Also see Rule 404.4.
G4.10 - Depend On
  • G4.10a - An effect is said to "depend on" another if it is applied at the same time as the other effect and applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to. [CompRules 2003/07/01]
  • Note - Also see Rule 418.5, "Interaction of Continuous Effects."
G4.11 - Destroy
  • G4.11a - To destroy a permanent is to move it from the in-play zone to its owner's graveyard. Regeneration or other destruction-replacement effects can replace this action. See Rule 419, "Replacement and Prevention Effects." [CompRules 2003/07/01]
  • Note - Also see Rule 419, "Replacement and Prevention Effects."
G4.12 - Discard
  • G4.12a - A player discards a card by putting a card from his or her hand into his or her graveyard. By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded. [CompRules 2003/10/01]
G4.13 - Divide
  • G4.13a - If a spell or ability requires a player to divide something as he or she chooses (such as damage or counters) among one or more targets, or any number of untargeted objects or players, each of these targets, objects, or players must receive at least one of whatever is being divided. This doesn't apply to dividing combat damage. See Rule 409.1e and Rule 310.2. [CompRules 2003/12/01]
  • G4.13.Ruling.1 - Dividing an effect can be communicated using a bunch of possible words, including "divide" and "distribute". This is not locked to the word "divide". [DeLaney 2003/12/14]
G4.14 - Double Strike
  • G4.14a - Double strike is a static ability that modifies the rules for the combat damage step. Creatures with double strike deal combat damage in both the first-strike combat damage step and the normal combat damage step. [CompRules 2003/07/01]
  • Note - Also see Rule 502.28, "Double Strike."
G4.15 - Draw
  • G4.15a - Draw has two meanings in the Magic game.
  • G4.15b - A player draws a card by putting the top card of his or her library into his or her hand. If an instruction tells a player to draw more than one card, the cards are drawn one at a time. An effect may move cards from a player's library to that player's hand without the player "drawing" them; this makes a difference for abilities that trigger on drawing cards or that replace card draws. [CompRules 2003/07/01]
  • G4.15c - A drawn game is a game where the game ends, and there is no winner. A game ends in a draw if both players lose simultaneously. See Rule 102.4. [CompRules 2003/07/01]
G4.16 - Draw Step
  • G4.16a - The draw step is the third step of the beginning phase. As the draw step begins, the active player draws a card (this game action does not use the stack). Then the active player gets priority and players may play spells and abilities. [CompRules 2003/12/01]
  • Note - Also see Rule 304, "Draw Step."
G4.17 - Dual Land (Informal)
  • G4.17a - Ten "dual land" cards were printed in early Magic editions; each of these has two basic land types. For example, Taiga has the land types Forest and Mountain. Dual land cards have the default abilities of both basic land types and are treated as both by all spells and abilities that specifically refer to those types. However, they are not basic lands. A dual land card doesn't count as two lands while in play--it's just one land with multiple land types. [CompRules 2003/07/01]
G4.18 - During (Obsolete)
  • G4.18a - Some older cards used the phrase "during [phase], [action]." These abilities were called "phase abilities." In general, cards that were printed with phase abilities now have abilities that trigger at the beginning of a step or phase. "During" still appears in current card text, but only in its normal English sense and not as game terminology. [CompRules 2003/07/01]
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