============================================================================== Card Rulings Summary (CHANGES ONLY) Updated 2006/11/13 ============================================================================== Rulings are collected from many sources. See credits and disclaimer at the end of the file for details. This release is under the rules used by NINTH EDITION. Complete text is included for cards from all expansions. These rulings have been updated monthly with the most recent version available on the web (WWW) as the following: http://www.crystalkeep.com/magic/rules A '+' is used to mark changes since the 2006/10/18 release. Thanx, Stephen. ---- Stephen D'Angelo | Crystal Keep Editor dangelo@crystalkeep.com | Former Wizards of the Coast NetRep ============================================================================== - - * - * - A - * - * - - AEtherflame Wall: + If this card gains Shadow, it won't be able to block ones with Shadow since it blocks them as if they didn't have Shadow. This makes it unable to block any creature. [Time Spiral FAQ 2006/08/30] AEther Web: + If the enchanted creature has Shadow, it won't be able to block ones with Shadow since it blocks them as if they didn't have Shadow. This makes it unable to block any creature. [Time Spiral FAQ 2006/08/30] Angel's Grace: + Effects or costs that cause you to "lose life" can still reduce you life total to less than 1. [Time Spiral FAQ 2006/08/30] Arena: + If either creature leaves play before it resolves, the remaining creature becomes tapped and no damage is dealt. [Time Spiral FAQ 2006/08/30] Assembly-Worker: + The ability looks for creatures with the "Assembly-Worker" subtype, not cards with this name. [Time Spiral FAQ 2006/08/30] - - * - * - B - * - * - - Barbed Shocker: + The player draws as many cards as they discarded. [Time Spiral FAQ 2006/08/30] - - * - * - C - * - * - - Cavalry Master: + If a creature had multiple instances of Flanking already, it still only gains one more instance. [Time Spiral FAQ 2006/08/30] Celestial Dawn: + Does not change the color of mana produced by anything. It just allows you to spend it as if it were of a color or as if it were colorless. [Time Spiral FAQ 2006/08/30] + If you use Magical Hack (or a similar effect) to change the word "plains" to a different land type, your lands are all of that new land type. [Time Spiral FAQ 2006/08/30] Children of Korlis: + The life you gain is based on the total of all changes where your life total went down during the turn, not the net downward change. So if you lose 5 life, gain 3 life, and then lose 2 more life before activating this ability, the ability causes you gain 7 life, not 4. [Time Spiral FAQ 2006/08/30] Chronosavant: + If this is in your graveyard, you can play the ability more than once in response to each other. The first to resolve will remove this card from the game and cause you to lose a turn. The other uses will just cause you to lose a turn each. [Time Spiral FAQ 2006/08/30] Crookclaw Transmuter: + Note - Also see Switching Power and Toughness, Rule 518.5i. - - * - * - D - * - * - - Detainment Spell: + The enchanted creature cannot play activated mana abilities. [Time Spiral FAQ 2006/08/30] Djinn Illuminatus: + If a spell has no mana cost of any sort (not even {0}), then the replicate ability that is created will have no way to pay its cost. [D'Angelo 2006/11/11] Draining Whelk: + If the spell is not successfully countered, X is zero. [Time Spiral FAQ 2006/08/30] - - * - * - E - * - * - - Endrek Sahr, Master Breeder: + The second ability is a state trigger. Once it triggers, it won't trigger again as long as the ability is on the stack. If the ability is countered and the condition is still true, it will immediately re-trigger. [Time Spiral FAQ 2006/08/30] Evangelize: + This spell targets a "creatur an opponent controls". It will be countered if this is not true at the start of resolution. [Time Spiral FAQ 2006/08/30] Evermind: + The only way to play this card is by splicing it. [D'Angelo 2005/12/01] Another way is using Isochron Scepter. [D'Angelo 2006/11/11] - - * - * - F - * - * - - Faceless Butcher: + If three of these are played in succession with no other creatures in play, an infinite loop will occur and the game will be a draw unless a player interrupts the loop. [Time Spiral 2006/08/30] Faceless Devourer: + Three Faceless Devourers played in succession with no other creatures with Shadow in play will result in an infinite loop and the game will be a draw, unless a player somehow interrupts the loop. [Time Spiral FAQ 2006/08/30] Fallen Ideal: + The creature's crontoller controls the sacrifice ability. [Time Spiral FAQ 2006/08/30] Flickering Spirit: + This spell effectively "resets" the permanent to being just like it was freshly cast. All counters, local enchantments, effects, and so on are removed when it leaves the game. Then it comes back into play fresh. [Time Spiral FAQ 2006/08/30] + It will trigger "comes into play" abilities and "leaves play" abilities. [Time Spiral FAQ 2006/08/30] Fool's Demise: + The ability does trigger if this card goes to the graveyard at the same time as the creature it enchants. [Time Spiral FAQ 2006/08/30] Fortune Thief: + Does not prevent loss of life from effects or costs. [Time Spiral FAQ 2006/08/30] - - * - * - G - * - * - - Gaze of Justice: + The additional cost still must be paid if playing it using Flashback. [Time Spiral FAQ 2006/08/30] Gemstone Caverns: + If more than one of these starts the game in play, the Legend rule will put them all in the graveyard before anyone can tap them for mana. [Time Spiral FAQ 2006/08/30] Gemstone Mine: + If the last counter is removed in some way other than by activating its ability, it won't be sacrificed and the ability can no longer be activated. [Time Spiral FAQ 2006/08/30] Ghitu Firebreathing: + If returned to hand (or otherwise sent somewhere else) while the +1/+0 ability is on the stack, the ability will still resolve on the creature this card was on when the ability was played. [Time Spiral FAQ 2006/08/30] Glass Asp: + Paying the Asp is a special action that does not use the stack and can be played any time you have priority. [Time Spiral FAQ 2006/08/30] Griffin Guide: + If this card goes to the graveyard at the same time as the creature it enchanted, this card's ability will still trigger. [Time Spiral FAQ 2006/08/30] Grinning Totem: + You must find a card. You can't fail to find something unless the library is empty. [Time Spiral FAQ 2006/08/30] + The ability to play the card ends at the beginning of upkeep, so there is no chance to play it after upkeep begins but before the triggered ability puts it into the graveyard. Your last change to play the card is usually the end-of-turn step of the previous turn. [Time Spiral FAQ 2006/08/30] + The removed card is played normally in all ways. The only difference is that you play it from the removed-from-the-game zone instead of from your hand. [Time Spiral FAQ 2006/08/30] - - * - * - H - * - * - - Harmonic Sliver: + It will trigger on itself coming into play. [Time Spiral FAQ 2006/08/30] Hivestone: + If the creature is already a Sliver, nothing happens to it. [Time Spiral FAQ 2006/08/30] - - * - * - I - * - * - - Ib Halfheart, Goblin Tactician: + If you don't actually sacrifice the goblin because it left play prior to the sacrifice resolving, then no damage is dealt. [Time Spiral FAQ 2006/08/30] Ixidron: + A creature without Morph that is turned face down can't be turned face up again except through effects such as Break Open. [Time Spiral FAQ 2006/08/30] + Note - Also see Face Down Permanents, Rule 504. - - * - * - J - * - * - - - - * - * - K - * - * - - - - * - * - L - * - * - - Liege of the Pit: + If you can sacrifice, you must do so. You cannot choose to take the damage if there is something you can sacrifice. [Time Spiral FAQ 2006/08/30] Lim-Dul the Necromancer: + If an animated creature goes to the graveyard so it is no longer a creature, you can still pay to return it to play, but it comes back as a non-creature with no creature type. [Time Spiral FAQ 2006/08/30] Locket of Yesterdays: + Does not reduce colored mana costs. [Time Spiral FAQ 2006/08/30] - - * - * - M - * - * - - Merieke Ri Berit: + If this becomes untapped, you don't lose control of the creature, but the triggered ability will destroy it. [Time Spiral FAQ 2006/08/30] + If you lose control of Merieke, you lose control of the creature you stole, but the creature is not destroyed. [Time Spiral FAQ 2006/08/30] Mind's Desire: + If a card with no mana cost is removed using this card, you can play it. [D'Angelo 2006/11/11] Momentary Blink: + This spell effectively "resets" the permanent to being just like it was freshly cast. All counters, local enchantments, effects, and so on are removed when it leaves the game. Then it comes back into play fresh. [Time Spiral FAQ 2006/08/30] + It will trigger "comes into play" abilities and "leaves play" abilities. [Time Spiral FAQ 2006/08/30] Moonlace: + The effect does not wear off. [Time Spiral FAQ 2006/08/30] + If played on a spell that becomes a permanent, the permanent enters play colorless instead of its normal color. [Time Spiral FAQ 2006/08/30] - - * - * - N - * - * - - Nether Traitor: + Does not trigger on itself going to the graveyard. Nightshade Assassin: + If X is zero, you still choose a target. [Time Spiral FAQ 2006/08/30] - - * - * - O - * - * - - Opal Guardian: + The change does not wear off. [Time Spiral FAQ 2006/08/30] Ophidian Eye: + The creature needs to deal damage to an opponent of this card, not the opponent of the creature. [Time Spiral FAQ 2006/08/30] - - * - * - P - * - * - - Pandemonium: + The triggered ability (see Rule 404) is played and controlled by the player who controls this card, but the controller of the creature at the time the creature came into play makes the choices. [Time Spiral FAQ 2006/08/30] Phthisis: + The controller loses life even if the creature isn't destroyed. [Time Spiral FAQ 2006/08/30] Phyrexian Totem: + You sacrifice one permanent for each point of damage done to it. [Time Spiral FAQ 2006/08/30] Plated Pegasus: + Prevents 1 damage to each player and creature. [Time Spiral FAQ 2006/08/30] Pull from Eternity: + If used on a suspended card, it loses its time counters and is no longer suspended. [Time Spiral FAQ 2006/08/30] + If used on a haunting card, the haunt effect ends. [Time Spiral FAQ 2006/08/30] - - * - * - Q - * - * - - - - * - * - R - * - * - - Return to Dust: + If played during your main phase, you are not required to choose a second target. [Time Spiral FAQ 2006/08/30] - - * - * - S - * - * - - Saffi Eriksdotter: + If it targets a token creature, it will not return to play. [Time Spiral FAQ 2006/08/30] + It can target itself, but the ability will be countered when it resolves because the target won't be in play at that time. [Time Spiral FAQ 2006/08/30] Scion of the Ur-Dragon: + It loses the copy ability when it is copying something. It gets the ability back at end of turn when it stops copying. [Time Spiral FAQ 2006/08/30] Sengir Nosferatu: + The one returned to play due to the Bat's ability does not have to be the same one that created the Bat. It doesn't even have to be owned by the same player. [Time Spiral FAQ 2006/08/30] Serra Avenger: + You can play it during another player's first, second, or third turns if an effect allows it (such as Vedalken Orrery allowing creatures to be played when you can play an instant). [Time Spiral FAQ 2006/08/30] Sindbad: + If the draw is replaced by another effect, none of the rest of the ability applies. This is true even if it is replaced with another draw. [Time Spiral FAQ 2006/08/30] + To avoid confusion, reveal the card after drawing and before putting it with the rest of the cards in your hand. [Time Spiral FAQ 2006/08/30] Smallpox: + Each step is followed by all players together. All lose 1 life. All choose and discard, etc. [Time Spiral FAW 2006/08/30] Sporesower Thallid: + It may be spore counters on creatures that don't care about such counters. They have no effect in this case. [Time Spiral FAQ 2006/08/30] Strength in Numbers: + The bonus is determined when the spell resolves. [Time Spiral FAQ 2006/08/30] Sudden Spoiling: + Only affects creatures in play when it resolves. [Time Spiral FAQ 2006/08/30] - - * - * - T - * - * - - Teferi, Mage of Zhalfir: + This card prevents an ability that would let an opponent play a spell as part of an effect because sorceries would not be legal then. [Time Spiral FAQ 2006/08/30] + This card prevents opponents from playing suspended cards, no matter what phase it is when the last time counter is removed. [Time Spiral FAQ 2006/08/30] + This card prevents opponents from playing Madness ability spells, no matter what phase it is when the card is discarded. [Time Spiral FAQ 2006/08/30] Thick-Skinned Goblin: + When an Echo ability resolves, you can pay the full echo cost, pay {0}, or sacrifice the permanent. [Time Spiral FAQ 2006/08/30] Trickbind: + Countering a Storm triggered ability will prevent the copies from being created. [Time Spiral FAQ 2006/08/30] Tromp the Domains: + The creatures only get Trample once. [Time Spiral FAQ 2006/08/30] + The maximum bonus is +5/+5, which means you have all 5 basic land types. [Time Spiral FAQ 2006/08/30] + The bonus and the creatures to be affected are determined during resolution. [Time Spiral FAQ 2006/08/30] - - * - * - U - * - * - - - - * - * - V - * - * - - Vampiric Sliver: + The Sliver needs to have this ability at the time the damaged creature is put into a graveyard. It does not matter if it had this ability when it dealt the damage. [Time Spiral FAQ 2006/08/30] Verdant Embrace: + The enchanted creature's controller gets control of the token. [Time Spiral FAQ 2006/08/30] Vesuva: + This card does not have any mana abilities if it doesn't copy something. [Time Spiral FAQ 2006/08/30] Vesuvan Shapeshifter: + When turned face down, it stops copying and is just like any other face down creature. [Time Spiral FAQ 2006/08/30] + If another creature copies this creature, it will get the ability that causes it to turn face down. It will not get the Morph ability so it may be unable to turn face up again. [Time Spiral FAQ 2006/08/30] Vhati il-Dal: + You choose whether it will be power or toughness on resolution. [Time Spiral FAQ 2006/08/30] - - * - * - W - * - * - - Weathered Bodyguards: + Does not affect non-combat damage. Does not affect trample damage. [Time Spiral FAQ 2006/08/30] Weatherseed Totem: + Will return if it was a creature when it left play. [Time Spiral FAQ 2006/08/30] - - * - * - X - * - * - - - - * - * - Y - * - * - - Yavimaya Dryad: + You can (and usually do) target yourself. [Time Spiral FAQ 2006/08/30] - - * - * - Z - * - * - - Zealot il-Vec: + If this attacks and isn't blocked, you have to pick a target creature, even if you are planning to choose during resolution not to damage it. [Time Spiral FAQ 2006/08/30] 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. 7 = Seventh Edition. 8 = Eighth Edition. 9 = Ninth Edition. AL= Alliances. AN= Arabian Nights. AP= Apocalypse. AQ= Antiquities. AT= Anthologies. BD= Beatdown. BK= Betrayers of Kamigawa. BR= Battle Royale. CH= Chronicles. CK= Champions of Kamigawa. DI= Dissension. DK= The Dark. DS= Darksteel. EX= Exodus. FD= Fifth Dawn. FE= Fallen Empires. GP= Guildpact. HL= Homelands. IA= Ice Age. IN= Invasion. JU= Judgment. LE= Legions. LG= Legends. MI= Mirage. MM= Mercadian Masques. MR= Mirrodin. NE= Nemesis. OD= Odyssey. ON= Onslaught. 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). PS= Planeshift. PT= Portal. PY= Prophecy. RA= Ravnica. S2= Starter 2000 (deck and sampler pack). SC= Scourge. SH= Stronghold. SK= Saviors of Kamigawa. ST= Starter. TE= Tempest. TO= Torment. UD= Urza's Destiny. UG= Unglued. UH= Unhinged. UL= Urza's Legacy. US= Urza's Saga. VI= Visions. WL= Weatherlight. Rarity levels are shown as follows: R= Rare, U= Uncommon, C= Common, L= Land, F= Fixed in a preconstructed deck. Any number after the letter indicates how often the card appears in the printing process. An "R2" occurs twice as often as an "R1", for example. Note that on some older expansions, the rarity schemes were complex and those complexities are not described here. You can find descriptions of the various products and their rarity schemes at "http://www.crystalkeep.com/magic". 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 Rules Manager at Wizards of the Coast and. a previous MTG-L mailing list NetRep. "bethmo" is Beth Moursund, a former Rules Manager at Wizards of the Coast, and former MTG-L mailing list NetRep. "CompRules" marks rules from the Comprehensive Rules. "D'Angelo" is Stephen D'Angelo, the former 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. "Jackson" is Collin Jackson, the DCI Rules Documentation NetRep. "Jordan" is Jeff Jordan, the MTG-L mailing list NetRep. "Mirage, Page " marks rules from the Mirage rulebook. "Peterson" is Paul Peterson, a previous MTG-L mailing list NetRep. "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.