============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2006/03/14 ============================================================================== Rulings are collected from many sources. See credits and disclaimer at the end of the file for details. This release is under rules used by NINTH EDITION. These rulings have been updated monthly with the most recent version available on the web as the following: http://www.crystalkeep.com/magic/rules This document contains the complete text of the Magic: The Gathering Comprehensive Rules document published by Wizards of the Coast. These rules are noted with numbered entries. It also contains additional rulings to clarify or explain some rules. These are marked with the word "Ruling". A '+' is used to mark changes since the 2006/02/13 release. Thanx, Stephen. ---- Stephen D'Angelo | Crystal Keep Editor dangelo@crystalkeep.com | Former Wizards of the Coast Rules NetRep ============================================================================== Table of Contents: ------------------------------------------------------------------------------ No changes to this section. 1 - The Game ------------------------------------------------------------------------------ 101 - Starting the Game + 101.5 - Once all players have kept their opening hands, the starting player takes his or her turn. [CompRules 2006/02/01] 2 - Parts of the Game ------------------------------------------------------------------------------ 202 - Name + 202.2a - If an ability of an object uses a phrase such as "this [something]" to identify an object, where [something] is a characteristic, it is referring to that particular object, even if it isn't the appropriate characteristic at the time. [CompRules 2006/02/01] Example: An ability reads "Target creature gets +2/+2 until end of turn. Destroy that creature at end of turn." The ability will destroy the object it gave +2/+2 at the end of the turn, even if that object isn't a creature anymore. [CompRules 2003/12/01] + 202.2b - If an object grants to another object an ability that refers to the first object by name, the name refers only to the object granting the ability, not to any other object with the same name. [CompRules 2006/02/01] Example: Saproling Burst has an ability that reads "Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has 'This creature's power and toughness are each equal to the number of fade counters on Saproling Burst.'" The ability granted to the token only looks at the Saproling Burst that created the token, not at any other Saproling Burst in play. [CompRules 2003/12/01] 3 - Turn Structure ------------------------------------------------------------------------------ No changes to this section. 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 402 - Abilities + 402.6 - Once activated or triggered, an ability exists independently of its source as an ability on the stack. Destruction or removal of the source after that time won't affect the ability. Note that some abilities cause a source to do something (for example, "Prodigal Sorcerer deals 1 damage to target creature or player") rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source because the effect needs to be divided checks that information when the ability is put on the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in play, its last known information is used. [CompRules 2006/02/01] + 402.8 - Abilities of an instant or sorcery usually function only while the object is not in play. Abilities of all other objects usually function only while that object is in play. The exceptions are as follows: [CompRules 2006/02/01] + 402.8a - A characteristic-setting ability that sets type, subtype, supertype, or color functions in all zones. [CompRules 2006/02/01] + 402.8b - An ability that states which zones it functions in functions only from those zones. [Oracle 2006/02/01] + 402.8c - An ability of an object that modifies what it costs to play functions on the stack. [Oracle 2006/02/01] + 402.8d - An object's ability that restricts or modifies how that object can be played functions in any zone from which it could be played. [Oracle 2006/02/01] + 402.8e - An object's activated ability that has a cost that can't be paid while the object is in play functions from any zone in which its cost can be paid. [Oracle 2006/02/01] + 402.8f - A trigger condition that can trigger only in a zone other than the in-play zone triggers from that zone. Other trigger conditions of the same triggered ability may function in different zones. [Oracle 2006/02/01] Example: Absolver Thrull has the ability "When Absolver Thrull comes into play or the creature it haunts is put into a graveyard, destroy target enchantment." The first trigger condition triggers from the in-play zone and the second trigger condition functions from the removed-from-the-game zone. [Oracle 2006/02/01] + 402.8g - An ability whose cost or effect specifies that it moves the object it's on out of a particular zone functions only in that zone. [Oracle 2006/02/01] Example: Necrosavant says "{3}{B}{B}, Sacrifice a creature: Return Necrosavant from your graveyard to play. Play this ability only during your upkeep." A player may play this ability only if Necrosavant is in his or her graveyard. [Oracle 2006/02/01] 413 - Resolving Spells and Abilities + 413.2e - If an effect gives a player the option to pay mana, he or she may play mana abilities as part of the action. No other spells or abilities can normally be played during resolution. [CompRules 2006/02/01] + 413.2f - If an effect requires information from the game (such as the number of creatures in play), the answer is determined only once, when the effect is applied. The effect uses the current information of a specific permanent if that permanent is still in play, or of a specific card in the stated zone; otherwise, the effect uses the last known information the object had before leaving that zone. There are two exceptions. If an effect deals damage divided among some number of creatures or players, the amount and division were determined as the spell or ability was put into the stack; see Rule 402.6. Also, static abilities can't use last known information; see Rule 412.5. If the ability text states that an object does something, it's the object as it exists (or most recently existed) that does it, not the ability. [CompRules 2006/02/01] 419 - Replacement and Prevention Effects + 419.5b - Some abilities read, "you may [X]. If you do, [Y]." An "if you do" clause that follows a "you may [X]" clause refers to choosing to do the event X, regardless of what events actually occur as a result of that decision. If X is replaced entirely or in part by a different event, the "if you do" clause refers to the event that replaced X. [CompRules 2006/02/01] 421 - Handling "Infinite" Loops + 421.4 - If the loop contains only mandatory actions, the game ends in a draw. (See Rule 102.4b.) [CompRules 2006/02/01] 5 - Additional Rules ------------------------------------------------------------------------------ 502.9 - Trample + 502.9b - The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. If all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the defending player. When checking for assigned lethal damage, take into account damage already on the creature and damage from other creatures that will be assigned at the same time (see Rule 502.9e). The controller need not assign lethal damage to all those blocking creatures but in that case can't assign any damage to the defending player. [CompRules 2006/02/01] 502.46 - Convoke + 502.46.Ruling.1 - Since the Convoke taps creatures as a cost, you cannot also tap that same creature for any ability (even a mana ability). For example, if you have a Llanowar Elves in play, it can be tapped for one green mana or tapped to pay the Convoke cost, but not both. [D'Angelo 2006/02/27] 502.51 - Haunt + 502.51a - Haunt is a triggered ability. "Haunt" on a permanent means "When this permanent is put into a graveyard from play, remove it from the game haunting target creature." "Haunt" on an instant or sorcery spell means "When this spell is put into a graveyard during its resolution, remove it from the game haunting target creature. [CompRules 2006/02/01] + 502.51b - Cards that are in the removed-from-the-game zone as the result of a haunt ability "haunt" the creature targeted by that ability. The phrase "creature it haunts" refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature. [CompRules 2006/02/01] + 502.51c - Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the removed-from-game zone. [CompRules 2006/02/01] 503 - Copying Objects + 503.2 - When copying an object, the copy acquires the copiable values of the original object's characteristics (name, mana cost, color, type, supertype, subtype, expansion symbol, rules text, power, and toughness) and, for an object on the stack, choices made when playing it (mode, targets, the value of X, whether a kicker cost was paid, how it will affect multiple targets, and so on). The "copiable values" are the values that are printed on the object, as modified by other copy effects, "comes into play as" abilities, and any values set for face-down spells or permanents. Other effects (including type-changing effects) and counters are not copied. [CompRules 2006/02/01] Example: Chimeric Staff is an artifact that reads "{X}: Chimeric Staff becomes an X/X artifact creature until end of turn." Clone is a creature that reads, "As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature." After a Staff has become a 5/5 artifact creature, a Clone comes into play as a copy of it. The Clone is an artifact, not a 5/5 artifact creature. (The copy has the Staff's ability, however, and will become a creature if that ability is activated.) [CompRules 2003/07/01] + 503.10 - To copy a spell means to put a copy of the spell onto the stack; a copy of a spell isn't "played." In addition to copying the characteristics of the spell, all decisions made when the spell was played are copied. These include mode, targets, the value of X, and optional additional costs such as buyback. (See Rule 409, "Playing Spells and Activated Abilities.") Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell. A copy of a spell is controlled by the player who put it on the stack. A copy of a spell is itself a spell, but it has no spell card associated with it. It works just like a normal spell: it can be countered or it can resolve, and it uses the same timing rules as normal spells. [CompRules 2006/02/01] Example: A player plays Fork, targeting an Emerald Charm. Fork reads, "Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork's color and you may choose new targets for the copy." Emerald Charm reads, "Choose one - Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn." When the Fork resolves, it puts a copy of the Emerald Charm on the stack. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets. [CompRules 2005/08/01] Example: Fling is an instant that reads, "As an additional cost to play Fling, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to target creature or player." When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling. [CompRules 2006/02/01] 6 - Multiplayer Rules ------------------------------------------------------------------------------ 601 - Limited Range of Influence Option + 601.14b - If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability's controller's range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a creature or player, it can affect only creatures and players within the spell or ability's controller's range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability's controller's range of influence. [CompRules 2006/02/01] Example: Rob is within Alex's range of influence, but Carissa is not. Carissa plays Lightning Blast ("Lightning Blast deals 4 damage to target creature or player") targeting Rob. In response, Alex plays Honorable Passage ("The next time a source of your choice would deal damage to target creature or player this turn, prevent that damage. If damage from a red source is prevented this way, Honorable Passage deals damage equal to the damage prevented this way to the source's controller.") targeting Rob. The damage to Rob is prevented, but Honorable Damage can't deal damage to Carissa. [CompRules 2006/02/01] Example: Rob is within Alex's range of influence, but Carissa is not. Carissa attacks Rob with a creature, and Rob blocks with a creature. Alex plays Holy Day ("Prevent all combat damage that would be dealt this turn.") Carissa and Rob's creatures deal combat damage to each other. [CompRules 2006/02/01] 7 - Specialized Rules ------------------------------------------------------------------------------ No changes to this section. 8 - Tournament Rules ------------------------------------------------------------------------------ 806 - Block Constructed Deck Formats + 806.10 - Some cards are 'banned' (see Rule 800.4) for the Mirrodin/Darksteel/Fifth Dawn format. These cards are: [Update 2006/03/01] AEther Vial, Disciple of the Vault, Skullclamp, Ancient Den, Great Furnace, Tree of Tales, Arcbound Ravager, Seat of the Synod, Vault of Whispers, Darksteel Citadel. 9 - Glossary ------------------------------------------------------------------------------ G1.15 - Artifact + G1.15a - Artifact is a type. The active player can play artifacts during his or her main phase when the stack is empty. When an artifact spell resolves, its controller puts it into play under his or her control. [CompRules 2006/02/01] G1.18 - Artifact Type + G1.18b - The list of artifact types, updated through the Guildpact(tm) set is as follows: Equipment. [CompRules 2006/02/01] G2.11 - Bloodthirst + G2.11a - Bloodthirst is a static ability. "Bloodthirst N" means "If an opponent was dealt damage this turn, this permanent comes into play with N +1/+1 counters on it." + Note - Also see Rule 502.50, "Bloodthirst." G3.20 - Continuous Effect + G3.20a - 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. If no duration is specified, a continuous effect lasts the rest of the game. [CompRules 2006/02/01] + Note - Also see Rule 418, "Continuous Effects." G3.31 - Creature + G3.31a - Creature is a type. The active player can play creatures 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 2006/02/01] G3.32 - Creature Type + G3.32b - The list of creature types, updated through the Guildpact set, is as follows: [CompRules 2006/02/01] Abomination, Aboroth, Advisor, Aladdin, Albatross, Alchemist, Ali-Baba, Ali-from-Cairo, Alligator, Ambush-Party, Angel, Ant, Antelope, Ape, Archaeologist, Archer, Archon, Artificer, Asp, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Avenger, Avizoa, Badger, Ball-Lightning, Bandit, Banshee, Barbarian, Barishi, Basilisk, Bat, Bear, Beast, Bee, Beeble, Being, Berserker, Bird, Blinkmoth, Boar, Bodyguard, Bringer, Brother, Brownie, Brushwagg, Bull, Bureaucrat, Camarid, Camel, Caravan, Caribou, Carnivore, Carriage, Carrier, Cat, Cavalry, Cave-People, Centaur, Cephalid, Cheetah, Chicken, Child, Chimera, Citizen, Clamfolk, Cleric, Cobra, Cockatrice, Constable, Construct, Cow, Crab, Crocodile, Crusader, Cyclops, Dandan, Demon, Dervish, Deserter, Designer, Devil, Devouring-Deep, Dinosaur, Djinn, Dog, Donkey, Doppelganger, Dragon, Dragonfly, Drake, Dreadnought, Drill-Sergeant, Drone, Druid, Dryad, Dwarf, Eater, Eel, Effigy, Efreet, Egg, Elder, Elemental, Elephant, Elf, El-Hajjaj, Enchantress, Entity, Erne, Essence, Exorcist, Expansion-Symbol, Faerie, Fallen, Farmer, Ferret, Fiend, Fish, Flagbearer, Flying-Men, Fox, Frog, Frostbeast, Fungus, Fungusaur, Gaea's-Avenger, Gaea's-Liege, Gamer, Gargoyle, Gatekeeper, General, Ghost, Ghoul, Giant, Gnome, Goat, Goblin, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guardian, Gus, Gypsy, Hag, Harlequin, 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, Juggernaut, Kavu, Keeper, Kelp, King, Kirin, Kithkin, Knight, Kobold, Kraken, Lady-of-Proper-Etiquette, Lammasu, Leech, Legionnaire, Lemure, Leper, Leviathan, Lhurgoyf, Licid, Lizard, Lord, Lurker, Lycanthrope, Mage, Maiden, Mammoth, Manticore, Marid, Martyr, Master, Medusa, Mercenary, Merchant, Merfolk, Mime, Minion, Minor, Minotaur, Miracle-Worker, Mist, Mistfolk, Mob, Mold-Demon, Monger, Mongoose, Monk, Monster, Moonfolk, Mosquito, Mummy, Murk-Dwellers, Mutant, Myr, Mystic, Nameless-Race, Narwhal, Nephilim, Niall-Silvain, Nightmare, Nightstalker, Ninja, Noble, Nomad, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Paladin, Paratrooper, Peacekeeper, Pegasus, Penguin, Pentavite, People-of-the-Woods, Pest, Phantasm, Phelddagrif, Phoenix, Pig, Pikemen, Pincher, Pirate, Pixie-Queen, Plant, Poison-Snake, Poltergeist, Pony, Preacher, Priest, Prism, Pyknite, Rabbit, Raider, Ranger, Rat, Rebel, Reflection, Rhino, Robber, Roc, Rock-Sled, Rogue, Sage, Salamander, Samurai, 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, Strider, Survivor, Swarm, Tactician, Tarpan, Taskmaster, Teddy, Tetravite, Thief, The-Biggest-Baddest-Nastiest-Scariest-Creature-You'll-Ever-See, Thopter, Thrull, Thundermare, Tiger, Titan, Toad, Tortoise, Townsfolk, Tracker, Treefolk, Troll, Turtle, Twin, Uncle-Istvan, Undead, Unicorn, Vampire, Vedalken, Viashino, Villain, Viper, Volver, Vulture, Waiter, Walking-Dead, Wall, War-Rider, Warrior, Wasp, Weird, Whale, Whippoorwill, Wight, Wiitigo, Wirefly, Witch, Wizard, Wolf, Wolverine, Wolverine-Pack, Wolves-of-the-Hunt, Wombat, Worm, Wraith, Wretched, Wurm, Yeti, Zombie, Zubera [CompRules 2006/02/01] G4.15 - Divide + G4.15a - Divide has its normal English meaning in the Magic game. If a spell or ability requires a player to divide something (such as damage or counters) as he or she chooses among one or more targets, or any number of untargeted objects or players, then 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 2006/02/01] G4.20 - Dual Land (Informal) + G4.20a - The Ravnica: City of Guilds and Guildpact sets and early Magic core sets contain "dual lands"; each of these has two basic land types. For example, Temple Garden has the land types Forest and Plains. 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 doesn't count as two lands while in play-it's just one land with multiple land types. [CompRules 2006/02/01] G5.6 - Enchantment + G5.6a - Enchantment is a type. The active player can play enchantments during his or her main phase when the stack is empty. See Rule 212.4, "Enchantments." See also Global Enchantment, Local Enchantment. [CompRules 2006/02/01] G8.4 - Haunt + G8.4a - Haunt is a triggered ability. "Haunt" on a permanent means "When this permanent is put into a graveyard from play, remove it from the game haunting target creature." "Haunt" on an instant or sorcery spell means "When this spell is put into a graveyard during its resolution, remove it from the game haunting target creature." A card with haunt typically has another ability that triggers "when the creature this card haunts is put into a graveyard." + Note - Also see Rule 502.51, "Haunt." G9.13 - Instant Type + G9.13b - The list of instant types, updated through the Guildpact set, is as follows: Arcane. [CompRules 2006/02/01] G12.2 - Land Type + G12.2c - The list of land types, updated through the Guildpact set, is as follows: Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, Urza's [CompRules 2006/02/01] G12.5 - Last Known Information + G12.5a - The last known information about an object is the information that it had just before it left the zone it was in. Effects from resolving spells and abilities use last known information if the object they require information from isn't in the zone it's expected to be in (unless the effect divides damage). See Rule 413.2f. [CompRules 2006/02/01] G18.9 - Replicate + G18.9a - Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell is on the stack. The second is a triggered ability that functions while the spell is on the stack. "Replicate [cost]" means "As an additional cost to play this spell, you may pay [cost] any number of times" and "When you play this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any number of the copies." + Note - Also see Rule 502.52, "Replicate." G19.13 - Sorcery + G19.13a - Sorcery is a type. The active player can play sorceries 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 2006/02/01] G19.14 - Sorcery Type + G19.14b - The list of sorcery types, updated through the Guildpact set, is as follows: Arcane. [CompRules 2006/02/01] G19.25 - Static Ability + G19.25a - 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. [CompRules 2006/02/01] G19.35 - Supertype + G19.35c - The list of supertypes, updates through the Guildpact set, is as follows: basic, legendary, snow-covered, and world. [CompRules 2006/02/01] Acknowledgements 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. 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. "Barclay" is Paul Barclay, a previous 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. "Jordan" is Jeff Jordan, the 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.