============================================================================== Card Rulings Summary (CHANGES ONLY) Updated 00/10/18 ============================================================================== Rulings are collected from many sources. See credits and disclaimer at the end of the file for details. This release is under the SIXTH EDITION rules. Unglued, Portal, Portal: Second Age, Portal: Three Kingdoms, Starter, and Starter 2000 cards do not yet have official Oracle card texts, so rulings on them are based on Oracle texts made by NetReps. Complete text is included for cards from all expansions. These rulings are updated monthly. The most recent version is available on the web (WWW) as either of the following: http://www.crystalkeep.com/magic/rules/index.html A '+' is used to mark changes since the 00/09/17 release. Thanx, Stephen. ---- Stephen D'Angelo | Official Rulings Summary NetRep dangelo@crystalkeep.com | Network Representative, Wizards of the Coast, Inc. ============================================================================== - - * - * - A - * - * - - Addle: + Text(IN+errata): Choose a color. Target player reveals his or her hand, then you choose a card of that color from it. That player discards that card. [Invasion FAQ 00/10/03] + Note - Also see Color, Rule G.3, for rules on choosing a color. AEther Rift: + Your opponent decides whether or not to pay the 5 life after the card you discarded is in the graveyard and they can see what you discarded. [Invasion FAQ 00/10/03] Agonizing Demise: + Note - Also see Kicker, Rule A.20. Alloy Golem: + Note - Also see Color, Rule G.3, for rules on choosing a color. Ancient Kavu: + Making a permanent be colorless does not make it into an artifact. [Invasion FAQ 00/10/03] Angel of Mercy: + Note - Also see Comes Into Play Abilities, Rule E.3. Ardent Soldier: + Note - Also see Kicker, Rule A.20. Armadillo Cloak: + Note - Also see Trample, Rule A.27. Armored Guardian: + You can play the "can't be the target" ability in response to this card being targeted by a spell or ability. If you do so, then the spell or ability will fail to do anything to this card since this card will now be an illegal target. [Invasion FAQ 00/10/03] + Note - Also see Protection, Rule A.24. Artifact Mutation: + This spell is countered and you get no Saprolings if the artifact is an illegal target on resolution. [Invasion FAQ 00/10/03] + Note - Also see Converted Mana Cost, Rule K.8. + Note - Also see Token Creatures, Rule K.25. Assault (Assault/Battery): + Note - See Battery (Assault/Battery) for the second half of this card. + Note - Also see Split Cards, Rule K.24. Atalya, Samite Master: + Spending only white mana applies to the ability regardless of which mode you choose. [Invasion FAQ 00/10/03] + Cost modifiers which add a cost are not restricted to only white mana. [D'Angelo 00/10/14] + Note - Also see Legendary Permanents, Rule K.17. + Note - Also see Modal Spells and Abilities, Rule G.24. Aura Mutation: + This spell is countered and you get no Saprolings if the enchantment is an illegal target on resolution. [Invasion FAQ 00/10/03] + Note - Also see Converted Mana Cost, Rule K.8. + Note - Also see Token Creatures, Rule K.25. Aura Shards: + Note - Also see Comes Into Play Abilities, Rule E.3. - - * - * - B - * - * - - Backlash: + Being untapped is a targeting restriction. If the target is tapped before this spell resolves, then this spell is countered. [Invasion FAQ 00/10/03] Barrin's Spite: + Text(IN+errata): Choose a player and two target creatures that player controls. That player chooses and sacrifices one of them. Return the other to its owner's hand. [Invasion FAQ 00/10/03] + The player chooses which one to sacrifice and which to return on announcement. [Invasion FAQ 00/10/03] + If one the creatures is an illegal target on resolution, then the other one is still affected as chosen. [Invasion FAQ 00/10/03] Battery (Assault/Battery): + Note - See Assault (Assault/Battery) for the second half of this card. + Note - Also see Split Cards, Rule K.24. + Note - Also see Token Creatures, Rule K.25. Benalish Emissary: + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Kicker, Rule A.20. Benalish Lancer: + If you paid the kicker, it comes into play with first strike and retains this ability until it leaves play. [D'Angelo 00/10/14] + Note - Also see First Strike, Rule A.15. + Note - Also see Kicker, Rule A.20. Benalish Trapper: + Note - See Icy Manipulator for related rulings. Blazing Specter: + Note - Also see Haste, Rule A.18. Blinding Light: + Will not tap a creature that is both white and another color. [Invasion FAQ 00/10/03] Blind Seer: + If you change the color of a spell which is to become a permanent, the permanent will retain the color change until the end of the turn. [Invasion FAQ 00/10/03] + Note - Also see Legendary Permanents, Rule K.17. Blurred Mongoose: + It can be targeted while on the stack. The "can't be targeted" ability only works while it is in play. [Invasion FAQ 00/10/03] + Counterspells can be played that target it, but when they resolve they simply don't counter it since it can't be countered. [Invasion FAQ 00/10/03] Breaking Wave: + Note - See Rule E.11.Ruling.7 for "any time you could play" rules. Breath of Darigaaz: + Note - Also see Kicker, Rule A.20. - - * - * - C - * - * - - Canopy Surge: + Note - Also see Kicker, Rule A.20. Captain Sisay: + Note - Also see Legendary Permanents, Rule K.17. Cauldron Dance: + You must have a creature in your graveyard to play this spell since it requires a valid target. [Invasion FAQ 00/10/03] + You can play this spell when you have no creature card in your hand. If this happens, simply ignore that part of the spell. You still bring the graveyard creature into play and still return it to your hand at end of turn. [Invasion FAQ 00/10/03] + If the targeted creature in the graveyard is removed before resolution, this spell will be countered since its only target will be invalid. [Invasion FAQ 00/10/03] + Note - Also see Haste, Rule A.18. Coalition Victory: + A land which is of multiple types or creature which is of multiple colors counts for each of its types and/or colors. [Invasion FAQ 00/10/03] Conspiracy: + This can grant a creature type to animated lands and artifacts that would otherwise have no creature type. [D'Angelo 00/10/08] Crimson Acolyte: + Note - Also see Protection, Rule A.24. Crosis, the Purger: + You choose the color during resolution. This means your opponent does not get to react after knowing the color you chose. [Invasion FAQ 00/10/03] + Note - Also see Color, Rule G.3, for rules on choosing a color. + Note - Also see Legendary Permanents, Rule K.17. Crusading Knight: + It counts all opponents' swamps. [Invasion FAQ 00/10/03] + Note - Also see Protection, Rule A.24. Crypt Angel: + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Protection, Rule A.24. Crystal Spray: + If you change the color of a spell which is to become a permanent, the permanent will retain the color change until the end of the turn. [Invasion FAQ 00/10/03] + You can play this spell on a permanent which has no color or land words on it. It doesn't do anything useful, but it is legal to do. [D'Angelo 00/10/14] + Note - See Mind Bend for related rulings. - - * - * - D - * - * - - Darigaaz, the Igniter: + You choose the color during resolution. This means your opponent does not get to react after knowing the color you chose. [Invasion FAQ 00/10/03] + Note - Also see Color, Rule G.3, for rules on choosing a color. + Note - Also see Legendary Permanents, Rule K.17. Deliver (Stand/Deliver): + Note - See Stand (Stand/Deliver) for the second half of this card. + Note - Also see Split Cards, Rule K.24. Devouring Strossus: + Note - Also see Trample, Rule A.27. Dismantling Blow: + Note - Also see Kicker, Rule A.20. Distorting Wake: + Note - Also see X Costs, Rule K.27. Dream Thrush: + Text(IN+errata): 1/1, Flying. ; {Tap}: Target land's type becomes a basic land type of your choice until end of turn. [Invasion FAQ 00/10/03] Dromar, the Banisher: + You choose the color during resolution. This means your opponent does not get to react after knowing the color you chose. [Invasion FAQ 00/10/03] + Note - Also see Color, Rule G.3, for rules on choosing a color. + Note - Also see Legendary Permanents, Rule K.17. Dueling Grounds: + The ability affects all players. [Invasion FAQ 00/10/03] Duskwalker: + If you paid the kicker, it comes into play with the specified text and retains this text until it leaves play. [D'Angelo 00/10/14] + Note - Also see Kicker, Rule A.20. - - * - * - E - * - * - - Elfhame Sanctuary: + If you have more than one of these in play, you get to use them all and you don't skip multiple draw steps. [Invasion FAQ 00/10/03] + The "if you do" means "if you search your library". You get to skip your draw step and shuffle your deck even if you don't find (or choose not to find) a basic land. [D'Angelo 00/10/14] Elvish Champion: + This card is not an Elf so it does not give itself the bonus. [Invasion FAQ 00/10/03] + It affects Elves controlled by all players, not just yours. [Invasion FAQ 00/10/03] + Note - Also see Landwalk, Rule A.22. Empress Galina: + Note - Also see Legendary Permanents, Rule K.17. Essence Leak: + It can enchant a permanent that is not red or green, but it doesn't do anything in that case. [Invasion FAQ 00/10/03] Explosive Growth: + Note - Also see Kicker, Rule A.20. - - * - * - F - * - * - - Fact or Fiction: + You choose which pile to put into your hand. [D'Angelo 10/14/00] Faerie Squadron: + If you paid the kicker, it comes into play with flying and retains this ability until it leaves play. [D'Angelo 00/10/14] + Note - Also see Kicker, Rule A.20. Firebrand Ranger: + This does not count as your one land you can normally play each turn. [Invasion FAQ 00/10/03] Fires of Yavimaya: + Note - Also see Haste, Rule A.18. Fork: + If you copy a spell for which Kicker has been paid, the Kicker has been paid for the copy as well. [DeLaney 00/10/18] - - * - * - G - * - * - - Galina's Knight: + Note - Also see Protection, Rule A.24. Ghitu Fire: + The extra 2 mana to play it as an instant does not count as part of the mana cost. [Invasion FAQ 00/10/03] + Note - See Rule E.11.Ruling.7 for "any time you could play" rules. + Note - Also see X Costs, Rule K.27. Glimmering Angel: + You can play the "can't be the target" ability in response to this card being targeted by a spell or ability. If you do so, then the spell or ability will fail to do anything to this card since this card will now be an illegal target. [Invasion FAQ 00/10/03] Goblin Spy: + If you draw multiple cards, you need to reveal each one before you draw them. [Invasion FAQ 00/10/03] - - * - * - H - * - * - - Halam Djinn: + Note - Also see Haste, Rule A.18. Hanna, Ship's Navigator: + Note - Also see Legendary Permanents, Rule K.17. Harrow: + The two lands do not count toward your normal one land you can play each turn. [Invasion FAQ 00/10/03] Harsh Judgment: + Note - Also see Color, Rule G.3, for rules on choosing a color. Hunting Kavu: + Being "without flying" is a targeting restriction. The ability will be countered if the target gains flying before the ability resolves. [Invasion FAQ 00/10/03] Hypnotic Cloud: + Note - Also see Kicker, Rule A.20. - - * - * - I - * - * - - - - * - * - J - * - * - - - - * - * - K - * - * - - Kangee, Aerie Keeper: + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Kicker, Rule A.20. + Note - Also see Legendary Permanents, Rule K.17. Kavu Aggressor: + Note - Also see Kicker, Rule A.20. Kavu Chameleon: + Counterspells can be played that target it, but when they resolve they simply don't counter it since it can't be countered. [Invasion FAQ 00/10/03] + The new color replaces all previous colors (see Rule K.7.5). [Invasion FAQ 00/10/03] Kavu Climber: + Note - Also see Comes Into Play Abilities, Rule E.3. Kavu Lair: + Note - Also see Comes Into Play Abilities, Rule E.3. Kavu Monarch: + Does give itself Trample, but does not give itself a +1/+1 counter. [Invasion FAQ 00/10/03] + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Trample, Rule A.27. Kavu Runner: + Note - Also see Haste, Rule A.18. Kavu Titan: + If the kicker cost is paid, it comes into play with trample and will keep this ability until it leaves play. [D'Angelo 00/10/14] + Note - Also see Kicker, Rule A.20. + Note - Also see Trample, Rule A.27. Keldon Necropolis: + Note - Also see Legendary Permanents, Rule K.17. - - * - * - L - * - * - - Liberate: + The creature returns after "at end of turn" abilities trigger, so any such abilities on the creature will not trigger this turn. [Invasion FAQ 00/10/03] Llanowar Elite: + Note - Also see Kicker, Rule A.20. + Note - Also see Trample, Rule A.27. Llanowar Knight: + Note - Also see Protection, Rule A.24. Loafing Giant: + If it somehow blocks multiple creatures in a single combat, the triggered ability only triggers once. [Invasion FAQ 00/10/03] Lobotomy: + Does not affect cards in play. [Invasion FAQ 00/10/03] - - * - * - M - * - * - - Malice (Spite/Malice): + Note - See Spite (Spite/Malice) for the second half of this card. + Note - Also see Split Cards, Rule K.24. Mana Maze: + Does not affect the first spell played each turn. [Invasion FAQ 00/10/03] + If a spell's color was changed while on the stack, use the color at the time it was announced, not as it currently is on the stack or as it was at the time it resolved. [D'Angelo 00/10/14] Marauding Knight: + Counts plains controlled by all opponents. [Invasion FAQ 00/10/03] + Note - Also see Protection, Rule A.24. Metathran Aerostat: + You can play the ability in response to itself and get more than one creature card into play before this returns to its owner's hand. [Invasion FAQ 00/10/03] + Note - Also see Converted Mana Cost, Rule K.8. Might Weaver: + Note - Also see Trample, Rule A.27. Mind Bend: + You can play this spell on a permanent which has no color or land words on it. It doesn't do anything useful, but it is legal to do. [D'Angelo 00/10/14] Molimo, Maro-Sorcerer: + Note - Also see Legendary Permanents, Rule K.17. + Note - Also see Trample, Rule A.27. Mourning: + If played on an opponent's creature, only you can play the ability to return it. [Invasion FAQ 00/10/03] - - * - * - N - * - * - - Nightscape Apprentice: + Note - Also see First Strike, Rule A.15. Noble Panther: + Note - Also see First Strike, Rule A.15. - - * - * - O - * - * - - Obliterate: + Counterspells can be played that target it, but when they resolve they simply don't counter it since it can't be countered. [Invasion FAQ 00/10/03] Obsidian Acolyte: + Note - Also see Protection, Rule A.24. Ordered Migration: + Note - Also see Token Creatures, Rule K.25. Orim's Touch: + Note - Also see Kicker, Rule A.20. Overabundance: + The ability produces mana and deals one damage even if the land produces no mana when it was tapped to use a mana ability. This can happen with lands that produce a variable amount of mana. [DeLaney 00/09/22] + This card's ability is a mana ability. There is no chance to respond to it in order to prevent the damage. If you want to prevent the damange, you need to use a prevention spell or ability prior to tapping the land for mana. [Invasion FAQ 00/10/03] Overload: + Note - Also see Converted Mana Cost, Rule K.8. + Note - Also see Kicker, Rule A.20. - - * - * - P - * - * - - Pain (Pain/Suffering): + Note - See Suffering (Pain/Suffering) for the second half of this card. + Note - Also see Split Cards, Rule K.24. Phantasmal Terrain: + Text(IN+errata): As ~this~ comes into play, choose a basic land type. ; Enchanted land's type is the chosen type. [Invasion FAQ 00/10/03] Phyrexian Delver: + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Converted Mana Cost, Rule K.8. Phyrexian Infiltrator: + The exchange normally only does something useful if this card is controlled by a different player than the target creature at the time the ability resolves. [D'Angelo 00/10/14] It can be useful to target one of your own creatures if you control that creature only due to a temporary effect, such as Ray of Command. When this happens, you can layer this effect, which won't wear off, over the temporary one. [DeLaney 00/10/18] + It is possible to play this ability in response to itself and generate some odd combinations. For example, if you control this card and another creature, you can use this card's ability and target the creature you control. You can then use this card's ability again and target a creature your opponent controls. The second usage resolves first and you get your opponent's creature in exchange for this one. The first usage then resolves and swaps your other creature for the Infiltrator so you get it back. The net effect is that you can swap any creature you have for any of theirs if you can pay this ability twice. Note that your opponent does get the chance to use the Infiltrator if they have the mana in between your two usages and can mess you up. [Invasion FAQ 00/10/03] Pincer Spider: + Note - Also see Kicker, Rule A.20. Pledge of Loyalty: + Note - Also see Protection, Rule A.24. Pouncing Kavu: + If the kicker cost is paid, it comes into play with haste and will keep this ability until it leaves play. [D'Angelo 00/10/14] + Note - Also see First Strike, Rule A.15. + Note - Also see Haste, Rule A.18. + Note - Also see Kicker, Rule A.20. Prison Barricade: + If the kicker cost is paid, it comes into play with the ability to attack as if it were not a wall and will keep this ability until it leaves play. [D'Angelo 00/10/14] + Note - Also see Kicker, Rule A.20. + Note - Also see Walls, Rule K.26. Probe: + Note - Also see Kicker, Rule A.20. Prohibit: + Note - Also see Converted Mana Cost, Rule K.8. + Note - Also see Kicker, Rule A.20. Protective Sphere: + Mana spent on modifiers to the activation cost, such as with Gloom, is not counted. [DeLaney 00/10/02] Psychic Battle: + You can change all, some, or none of the targets. [Invasion FAQ 00/10/03] + You cannot change the number of targets, choose an illegal target, or make something get targeted more than once. [Invasion FAQ 00/10/03] + If a player changes any of the targets, Psychic Battle triggers on this choice of targets. This can cause a loop. Note that it ends as soon as the winning player chooses not to change any targets. [DeLaney 00/10/18] + Note - Also see Converted Mana Cost, Rule K.8. Pulse of Llanowar: + You can choose a different color each time a basic land is tapped. [D'Angelo 00/10/14] + This does not change the amount of mana gained. It just makes all the mana generated by the basic land be of a single color of your choice. [Invasion FAQ 00/10/03] + It does not affect mana generated by enchantments such as Wild Growth. [Invasion FAQ 00/10/03] Pure Reflection: + Note - Also see Converted Mana Cost, Rule K.8. + Note - Also see Token Creatures, Rule K.25. - - * - * - Q - * - * - - Quirion Elves: + Note - Also see Color, Rule G.3, for rules on choosing a color. Quirion Sentinel: + You get the mana whether you want it or not. If you can't spend it, you'll take mana burn. [Invasion FAQ 00/10/03] + Note - Also see Comes Into Play Abilities, Rule E.3. Quirion Trailblazer: + The land does not count toward your normal limit of playing one land per turn. [Invasion FAQ 00/10/03] + Note - Also see Comes Into Play Abilities, Rule E.3. - - * - * - R - * - * - - Rage Weaver: + Note - Also see Haste, Rule A.18. Raging Kavu: + Note - See Rule E.11.Ruling.7 for "any time you could play" rules. + Note - Also see Haste, Rule A.18. Ravenous Rats: + Note - Also see Comes Into Play Abilities, Rule E.3. Razorfoot Griffin: + Note - Also see First Strike, Rule A.15. Retribution: + The opponent chooses which creature gets what during announcement. [DeLaney 00/09/22] Reviving Vapors: + Note - Also see Converted Mana Cost, Rule K.8. Reya Dawnbringer: + Note - Also see Legendary Permanents, Rule K.17. Rith, the Awakener: + You choose the color during resolution. This means your opponent does not get to react after knowing the color you chose. [Invasion FAQ 00/10/03] + Note - Also see Color, Rule G.3, for rules on choosing a color. + Note - Also see Legendary Permanents, Rule K.17. + Note - Also see Token Creatures, Rule K.25. Rout: + Note - See Rule E.11.Ruling.7 for "any time you could play" rules. Ruby Leech: + Note - Also see First Strike, Rule A.15. Ruham Djinn: + Note - Also see First Strike, Rule A.15. - - * - * - S - * - * - - Sabertooth Nishoba: + Note - Also see Protection, Rule A.24. + Note - Also see Trample, Rule A.27. Saproling Infestation: + Note - Also see Token Creatures, Rule K.25. Saproling Symbiosis: + Note - See Rule E.11.Ruling.7 for "any time you could play" rules. + Note - Also see Token Creatures, Rule K.25. Savage Offensive: + Only affects creatures you control when this spell resolves. [Invasion FAQ 00/10/03] + Note - Also see First Strike, Rule A.15. + Note - Also see Kicker, Rule A.20. Scarred Puma: + It means "a black or green creature other than itself attacks". [Invasion FAQ 00/10/03] Scavenged Weaponry: + Note - Also see Comes Into Play Abilities, Rule E.3. Scorching Lava: + Note - Also see Kicker, Rule A.20. Searing Rays: + You choose the color on resolution. Your opponent does not get to respond between the color choice and the damage happening. They need to use any damage prevention they want before you choose a color. [Invasion FAQ 00/10/03] + Note - Also see Color, Rule G.3, for rules on choosing a color. Seer's Vision: + Note - See Rule E.11.Ruling.7 for "any time you could play" rules. Serpentine Kavu: + Note - Also see Haste, Rule A.18. Shivan Emissary: + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Kicker, Rule A.20. Shivan Zombie: + Note - Also see Protection, Rule A.24. Shoreline Raider: + The protection ability works just like Protection from Color (see Rule A.24) but against the creature type Kavu. [Invasion FAQ 00/10/03] This basically means that this card cannot be blocked by a creature of type Kavu and that all damage that would be dealt to it by Kavu creatures is prevented. The other features of Protection also apply in some rare circumstances. [D'Angelo 00/10/14] + Note - Also see Protection, Rule A.24. Skizzik: + Note - Also see Haste, Rule A.18. + Note - Also see Kicker, Rule A.20. + Note - Also see Trample, Rule A.27. Slinking Serpent: + Note - Also see Landwalk, Rule A.22. Smoldering Tar: + Note - See Rule E.11.Ruling.7 for "any time you could play" rules. Spinal Embrace: + The sacrifice is mandatory. The last "if you do" only fails if for some reason you could not sacrifice. [Invasion FAQ 00/10/03] + Note - Also see Haste, Rule A.18. Spirit of Resistance: + A permanent which is of multiple colors counts as each of its colors. [Invasion FAQ 00/10/03] Spite (Spite/Malice): + Note - See Malice (Spite/Malice) for the second half of this card. + Note - Also see Split Cards, Rule K.24. Spreading Plague: + Note - Also see Comes Into Play Abilities, Rule E.3. Stalking Assassin: + Note - See Icy Manipulator for related rulings. Stand (Stand/Deliver): + Note - See Deliver (Stand/Deliver) for the second half of this card. + Note - Also see Split Cards, Rule K.24. Stormscape Master: + Note - Also see Protection, Rule A.24. Suffering (Pain/Suffering): + Note - See Pain (Pain/Suffering) for the second half of this card. + Note - Also see Split Cards, Rule K.24. Sulam Djinn: + Note - Also see Trample, Rule A.27. Sunscape Master: + The first ability only affects creatures you control at the time the ability resolves. [Invasion FAQ 00/10/03] Sway of Illusion: + You can play this and choose to target zero creatures and effectively just draw a card. [DeLaney 00/09/22] - - * - * - T - * - * - - Tainted Well: + Note - Also see Comes Into Play Abilities, Rule E.3. Tectonic Instability: + Note - Also see Comes Into Play Abilities, Rule E.3. Teferi's Moat: + Note - Also see Color, Rule G.3, for rules on choosing a color. Teferi's Response: + Remember that a spell only targets something if it uses the word "target" in its text. For example, Armageddon is not targeted. [D'Angelo 00/10/14] Tek: + Note - Also see First Strike, Rule A.15. + Note - Also see Trample, Rule A.27. Thicket Elemental: + The "if you do" means "if you choose to reveal cards". You still shuffle if you have no creature card in your library. [Invasion FAQ 00/10/03] + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Kicker, Rule A.20. Thornscape Apprentice: + Note - See Icy Manipulator for related rulings. + Note - Also see First Strike, Rule A.15. Thornscape Master: + Note - Also see Protection, Rule A.24. Tolarian Emissary: + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Kicker, Rule A.20. Traveler's Cloak: + Can affect basic or non-basic types, but it must be for a specific type. Examples include, Mountains, Maze of Ith, and Tolaria. Entire classes of lands (like Legendary Lands or Snow-Covered lands) are not supported. [D'Angelo 00/10/14] + You cannot restrict the land type based on a characteristic such as color or whether or not it is Snow-Covered. [D'Angelo 00/10/14] + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Landwalk, Rule A.22. Treva, the Renewer: + You choose the color during resolution. This means your opponent does not get to react after knowing the color you chose. [Invasion FAQ 00/10/03] + Note - Also see Color, Rule G.3, for rules on choosing a color. + Note - Also see Legendary Permanents, Rule K.17. Tsabo's Decree: + Note - Also see Rule K.11.7 on choosing a creature type. Tsabo's Web: + It means lands with an activated ability that cannot ever generate mana. [Invasion FAQ 00/10/03] + Note - Also see Comes Into Play Abilities, Rule E.3. Tsabo Tavoc: + The protection ability works just like Protection from Color (see Rule A.24) but against the creature type Legend. [Invasion FAQ 00/10/03] This basically means that this card cannot be blocked by a creature of type Legend and that all damage that would be dealt to it by Legend creatures is prevented. Also, targeted abilities of Legend creatures cannot target this card. The other features of Protection also apply in some rare circumstances. [D'Angelo 00/10/14] + The destroy ability only works on creatures of type Legend, not on other legendary cards. [Invasion FAQ 00/10/03] + Note - Also see First Strike, Rule A.15. + Note - Also see Legendary Permanents, Rule K.17. + Note - Also see Protection, Rule A.24. Turf Wound: + Stops the player from playing a land, but not from putting a land into play using a spell or ability. [Invasion FAQ 00/10/03] Twilight's Call: + All the creature cards come into play simultaneously. [Invasion FAQ 00/10/03] + Note - See Rule E.11.Ruling.7 for "any time you could play" rules. - - * - * - U - * - * - - Urborg Emissary: + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Kicker, Rule A.20. Urborg Skeleton: + Note - Also see Kicker, Rule A.20. Urza's Rage: + It can be countered by game rules, such as by having all its targets be illegal. Game rules are neither spells or abilities. [Invasion FAQ 00/10/03] + Counterspells can be played that target it, but when they resolve they simply don't counter it since it can't be countered. [Invasion FAQ 00/10/03] + The damage is unpreventable, but it can be affected by replacement effects such as Pariah. [Invasion FAQ 00/10/03] + You can use spells and abilities that target this spell, such as Misdirection. Those spells and abilities just can't counter it. [D'Angelo 00/10/14] + Note - Also see Kicker, Rule A.20. - - * - * - V - * - * - - Verdeloth the Ancient: + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Kicker, Rule A.20. + Note - Also see Legendary Permanents, Rule K.17. + Note - Also see Token Creatures, Rule K.25. Verduran Emissary: + Note - Also see Comes Into Play Abilities, Rule E.3. + Note - Also see Kicker, Rule A.20. Viashino Grappler: + Note - Also see Trample, Rule A.27. Vigorous Charge: + Note - Also see Kicker, Rule A.20. + Note - Also see Trample, Rule A.27. Vodalian Hypnotist: + Note - See Rule E.11.Ruling.7 for "any time you could play" rules. Vodalian Merchant: + Note - Also see Comes Into Play Abilities, Rule E.3. Vodalian Serpent: + Note - Also see Kicker, Rule A.20. Vodalian Zombie: + Note - Also see Protection, Rule A.24. Void: + You can choose zero. Token creatures have a converted mana cost of zero, for example. [Invasion FAQ 00/10/03] + Note - Also see Converted Mana Cost, Rule K.8. Voracious Cobra: + Note - Also see First Strike, Rule A.15. - - * - * - W - * - * - - Wane (Wax/Wane): + Note - See Wax (Wax/Wane) for the second half of this card. + Note - Also see Split Cards, Rule K.24. Wax (Wax/Wane): + Note - See Wane (Wax/Wane) for the second half of this card. + Note - Also see Split Cards, Rule K.24. Worldly Counsel: + You choose the order on the bottom of your library. [Invasion FAQ 00/10/03] - - * - * - X - * - * - - - - * - * - Y - * - * - - Yavimaya Barbarian: + Note - Also see Protection, Rule A.24. Yawgmoth's Agenda: + The cards in your graveyard are not considered to be in your hand for any reason other than for playing them. For example, you can't discard them. [Invasion FAQ 00/10/03] + You do count spells that were played this turn before this card enters play. [DeLaney 00/10/18] + Note - Also see Yawgmoth's Will. Yawgmoth's Will: + Note - Also see Yawgmoth's Agenda. - - * - * - Z - * - * - - Acknowledgments and Disclaimers ------------------------------------------------------------------------------ While this work is not officially issued by Wizards of the Coast, it is the official collected rulings from official sanctioned representatives of and publications by Wizards of the Coast. The expansion sets in this file are indicated by the following code letters: A = Limited Edition (Alpha). B = Limited Edition (Beta). U = Unlimited Edition. R = Revised Edition. 4 = Fourth Edition. 5 = Fifth Edition. 6 = Sixth Edition. AL= Alliances. AN= Arabian Nights. AQ= Antiquities. CH= Chronicles. DK= The Dark. EX= Exodus. FE= Fallen Empires. HL= Homelands. IA= Ice Age. IN= Invasion. LG= Legends. MI= Mirage. MM= Mercadian Masques. NE= Nemesis. P2= Portal: Second Age. P3= Portal: Three Kingdoms. PR= Promotional (AR=Arena novel, DC=DragonCon and Duelist Magazine, FS=Final Sacrifice novel, SC=Shattered Chains novel, WW=Whispering Woods novel). PT= Portal. PY= Prophecy. S2= Starter 2000. SH= Stronghold. ST= Starter. TE= Tempest. UD= Urza's Destiny. UG= Unglued. UL= Urza's Legacy. US= Urza's Saga. VI= Visions. WL= Weatherlight. This summary is collected from rulings made by officials and network representatives of Wizards of the Coast, along with a number of unofficial rulings also collected from the net. Whenever a source for a ruling is known, the name of that person is listed with the ruling. "Aahz" is Tom Wylie, the former Magic Rules Manager. "Barclay" is Paul Barclay, the network representative for the MTG-L mailing list. "bethmo" is Beth Moursund, the Rules Manager at Wizards of the Coast, and former MTG-L mailing list NetRep. "CompRules" marks rules from the Sixth Edition Comprehensive Rules. "D'Angelo" is Stephen D'Angelo, the Rules Summary network representative, and former MTG-L mailing list NetRep. "DeLaney" is David DeLaney, the network representative for the "rec.games.trading-cards.magic.rules" newsgroup. "Encyclopedia, Page " marks errata from the Magic Official Encyclopedia. "Fifth Edition, Page " marks rules from the Fifth Edition rulebook. "Jackson" is Collin Jackson, the DCI Rules Documentation NetRep. "Mirage, Page " marks rules from the Mirage rulebook. "Peterson" is Paul Peterson, a previous MTG-L mailing list NetRep. "Tempest, Page " marks rules from the Tempest rulebook. "WotC Rules Team" marks official rulings from the rules team. These files may be freely copied and posted anywhere you'd like. The contents can also be included in other formats (such as HTML or databases) or in products, but there are two restrictions. I insist that the files not be sold for profit. Anything you put them in must be available at no more than cost of duplication. Also, you must give credit to me and list the version date your work is derived from. Thanks. Every attempt has been made to make this summary accurate, but errors do creep in. Nothing in this work is guaranteed to be accurate. Use at your own risk. Magic: The Gathering and all of the cards listed herein are copyrighted by Wizards of the Coast.