============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2006/05/14 ============================================================================== 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 2006/04/13 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 ------------------------------------------------------------------------------ 104 - Numbers and Symbols + 104.3 - The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, {Z}, the numerals {0}, {1}, {2}, {3}, {4}, and so on, and the bybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}. [CompRules 2006/05/01] + 104.3f - Each of the hybrid mana symbols represents a cost which can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. [CompRules 2006/05/01] Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}. [CompRules 2005/10/01] + 104.3g - If an effect would add one mana represented by a hybrid mana symbol to a player's mana pool, that player chooses either one of that symbol's colors and adds one mana of that color to his or her mana pool. [CompRules 2006/05/01] 2 - Parts of the Game ------------------------------------------------------------------------------ 202 - Name + 202.2b - If an ability of an object grants to another object an ability that refers to the first object by name, the name refers only to the object whose ability grants that ability, not to any other object with the same name. [CompRules 2006/05/01] 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] 203 - Mana Cost and Color + 203.2e - An object with one or more hybrid mana symbols in its mana cost is each of the colors of that mana symbol, in addition to any other colors the object might be. Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See Rule 104.3. [CompRules 2006/05/01] 208 - Power/Toughness + 208.1 - A creature card has two numbers separated by a slash printed on its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the creature has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects. [CompRules 2006/05/01] + 208.2 - Some creature cards have power and/or toughness of *, where * is a value determined by the abilities of that object. As long as the object is in play, the ability sets the value of *. The * is 0 while the object is not in play. [CompRules 2006/05/01] + 208.3 - A noncreature permanent has no power or toughness, even if it's a card with a power and toughness printed on it (such as a Licid that's become an Aura). [CompRules 2006/05/01] 3 - Turn Structure ------------------------------------------------------------------------------ 308 - Declare Attackers Step + 308.3 - Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and that creature's characteristics change to match the ability's trigger condition. They will not trigger is a creature is put into play attacking. [CompRules 2006/05/01] Example: A permanent has the ability "Whenever a green creature attacks, destroy that creature at end of combat." If a blue creature attacks and is later turned green, the ability will not trigger. [CompRules 2003/07/01] 309 - Declare Blockers Step + 309.2f - An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no blockers becomes an unblocked creature. The creature's status remains unchanged until the creature is removed from combat or the combat phase ends, whichever comes first. (Some effects can change a creature's state.) [CompRules 2006/05/01] + 309.3 - Abilities that trigger on a creature blocking trigger only at the point the creature is declared as a blocker. They will not trigger if a creature blocks, and then that creature's characteristics change to match the ability's trigger condition. They will not trigger if a creature is put into play blocking. [CompRules 2005/05/01] + 309.4 - Abilities that trigger on a creature becoming blocked trigger only at the first point the creature becomes blocked that combat. They will trigger if a creature becomes blocked by a creature declared as a blocker, by a creature that's put into play as a blocker, or by an effect, but only if the attacking creature hadn't yet been blocked that combat. They will not trigger if a creature becomes blocked, and then the blocking creature's characteristics change to match the ability's trigger condition. [CompRules 2006/05/01] Example: A creature has the ability "Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat." If that creature is blocked by a black creature that is later turned white, the ability will not trigger. [CompRules 2003/07/01] 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 405 - Static Abilities + 405.1 - A static ability does something all the time rather than being activated or triggered. The ability isn't played-it just "exists." Such abilities apply only while the ability is on a permanent in play, unless the ability is covered by Rule 402.8. [CompRules 2006/05/01] 409 - Playing Spells and Activated Abilities + 409.1a - The player announces that he or she is playing the spell or activated ability. It moves from the zone it's in to the stack and remains there until it's countered or resolves. In the case of spells, the physical card goes onto the stack. In the case of activated abilities, the ability goes onto the stack without any card associated with it. If the ability is being played from a hidden zone, the card with that ability is revealed. Each spell has all the characteristics of the card associated with it. Each activated ability on the stack has the text of the ability that created it, and no other characteristics. The controller of a spell is the player who played the spell. The controller of an activated ability is the player who played the ability. [CompRules 2006/05/01] + 409.1i - Once the steps described in Rule 409.1a through Rule 409.1h are completed, the spell or ability becomes played. Any abilities that trigger on a spell or ability being played or put onto the stack trigger at this time. The spell or ability's controller had priority before playing it, he or she gets priority. [CompRules 2006/05/01] 410 - Handling Triggered Abilities + 410.2 - Whenever a game event or game state matches a triggered ability's trigger event, that ability triggers. When a phase or step begins, all abilities that trigger "at the beginning of" that phase or step trigger. The ability is controlled by the player who controlled its source at the time it triggered. It has the text of the ability that created it, and no other characteristics. The ability doesn't do anything when it triggers, but it's automatically put on the stack by its controller as soon as a player would receive priority. [CompRules 2006/05/01] + 410.9a - An ability that reads "Whenever [this creature] blocks, ..." triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers only if the creature is declared as a blocker. [CompRules 2006/05/01] + 410.9b - An ability that reads "Whenever [this creature] blocks a creature, ..." triggers once for each attacking creature the creature with the ability blocks. It triggers only if the creature is declared as a blocker. [CompRules 2006/05/01] + 410.9c - An ability that reads "Whenever [this creature] becomes blocked, ..." triggers only once each combat for that creature, even if it's blocked by multiple creatures. It will also trigger if an effect causes a creature to block the attacking creature, but only if it hadn't already been blocked that combat. It will trigger if the creature becomes blocked by an effect rather than a creature. [CompRules 2006/05/01] + 410.9d - An ability that reads "Whenever a creature blocks [this creature], ..." triggers once for each creature that blocks the named creature. It will also trigger if an effect causes a creature to block the attacking creature, even if it had already been blocked that combat. It won't trigger if the creature becomes blocked by an effect rather than a creature. [CompRules 2006/05/01] + 410.9e - If an ability triggers when a creature blocks or is blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when the attack or block declaration is made. Effects that add or remove blockers can cause such abilities to trigger. This also applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures. [CompRules 2006/05/01] + 410.10a - Comes-into-play abilities trigger when a permanent enters the in-play zone. These are written, "When [this object] comes into play, ..." or "Whenever a [type] comes into play, ..." Each time an event puts one or more permanents into play, all permanents in play (including the newcomers) are checked for any comes-into-play triggers that match the event. [CompRules 2006/05/01] 5 - Additional Rules ------------------------------------------------------------------------------ 502.26 - Morph + 502.26e - If a face-up permanent with morph is turned face down by a spell or ability, it becomes a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and a mana cost of {0}. These values are the copiable values of that object's characteristics. (See Rule 418.5, "Interaction of Continuous Effects," and Rule 503, "Copying Objects.") The rules for morph and face-down permanents apply to it normally. [CompRules 2006/05/01] 502.45 - Enchant + 502.45d - Auras that can enchant a player can target and be attached to players. Such Auras can't target permanents can can't be attached to permanents. Rule 212.4d through Rule 212.4i apply to an Aura with the "enchant player" or "enchant opponent" ability in relation to players as they would normally would for permanents. [CompRules 2006/05/01] 502.53 - Forecast + 502.53a - A forecast ability is a special kind of activated ability that can be played only from a player's hand. It's written "Forecast - [Activated ability]." [CompRules 2006/05/01] + 502.53b - A forecast ability may be played only during the upkeep step of the card's owner and only once each turn. The controller of the forecast ability reveals the card with that ability from his or her hand as the ability is played. That player plays with that card revealed in his or her hand until the upkeep step ends or until it leaves the player's hand, whichever comes first. [CompRules 2006/05/01] + 502.53.Ruling.1 - You can play more than one forecast ability during upkeep, but each card's forecast ability can only be played once each upkeep. [Dissension FAQ 2006/04/13] + 502.53.Ruling.2 - If a player plays a forecast ability, then that card leaves the players hand, then it returns in the same upkeep, the forecast ability can be played again because it is considered to be a new object and not the same card. [Dissension FAQ 2006/04/13] 502.54 - Graft + 502.54a - Graft represents both a static ability and a triggered ability. "Graft N" means "This permanent comes into play with N +1/+1 counters on it" and "Whenever another creature comes into play, you may move a +1/+1 counter from this permanent onto that creature." [CompRules 2006/05/01] + 502.54b - If a creature has multiple instances of graft, each one works separately. [CompRules 2006/05/01] + 502.54.Ruling.1 - When a creature comes into play, all Graft abilities will trigger separately. As each one resolves, its controller chooses whether or not to move a counter. [Dissension FAQ 2006/04/13] + 502.54.Ruling.2 - The ability will still trigger even if the permanent with the Graft ability is not a creature. [Dissension FAQ 2006/04/13] + 502.54.Ruling.3 - If a creature with Graft comes into play at the same time as another creature, the ability will trigger. [Dissension FAQ 2006/04/13] 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 abilities that caused the object to be face down. Other effects (including type-changing and text-changing effects), status, and counters are not copied. [CompRules 2006/05/01] 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] Example: Clone comes into play as a copy of a face-down Grinning Demon (a creature with morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no abilities, and a mana cost of {0}. It will still be face up. Its controller can't pay {2}{B}{B} to turn it face up. [CompRules 2006/05/01] + 503.3 - The copy's copiable values become the copied information, as modified by the copy's status. Objects that copy the object will use the new copiable values. [CompRules 2006/05/01] Example: Vesuvan Doppelganger reads, "As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains 'At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability.'" A Vesuvan Doppelganger comes into play as a copy of Grizzly Bears (a 2/2 green creature with no abilities). Then, a Clone comes into play as a copy of the Doppelganger. The Clone is a 2/2 blue Bear named Grizzly Bears that has the Doppelganger's upkeep-triggered ability. [CompRules 2003/10/01] Example: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang (an unflipped flip card). Tomoya's characteristics become the characteristics of Stabwhisker the Odious, which is the flipped version of Nezumi Shortfang. [CompRules 2006/05/01] Example: A face-down Grinning Demon (a creature with morph) becomes a copy of a face-up Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon's characteristics become the characteristics of Branchsnap Lorian. However, since the creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities, and a mana cost of {0}. It can be turned face up for {G}. If it's turned face up, it will have the characteristics of Branchsnap Lorian. [CompRules 2006/05/01] Example: A face-down Grinning Demon (a creature with morph) becomes a copy of Wandering Ones (a 1/1 blue Spirit creature that doesn't have morph). It will be a face-down Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and a mana cost of {0}. Its controller can't turn it face up as a special action. If an effect turns it face up, it will have the characteristics of Wandering Ones. [CompRules 2006/05/01] 504 - Face-Down Spells and Permanents + 504.2 - Face-down spells on the stack, face-down permanents in play, and face-down cards in the phased-out zone have no characteristics other than those listed by the ability or rules that allowed the card, spell, or permanent to be turned face down. Any listed characteristics are the copiable values of that object's characteristics. (See Rule 418.5, "Interaction of Continuous Effects," and Rule 503, "Copying Objects.") Objects that are put into play face down are turned face down before they come into play, so the permanent's comes-into-play abilities won't trigger (if triggered) or have any effect (if static). Objects that are played face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell's characteristics. [CompRules 2006/05/01] + 504.7 - If a face-down permanent becomes a copy of another permanent, its copiable values become the copiable values of that permanent, as modified by its face-down status. Its characteristics therefore remain the same: the characteristics listed by the ability or rules that allowed it to be turned face down. However, if it is turned face up, its copiable values become the values it copied from the other permanent. [CompRules 2006/05/01] 505 - Split Cards + 505.3 - Because every split card consists of two halves with different colored mana symbols in their mana costs, each split card is a multicolored card while it's not a spell on the stack. While it's a spell on the stack, it's only the color or colors of the half being played. [CompRules 2006/05/01] + 505.5 - Effects that ask for a particular characteristic of a split card while it's in a zone other than the stack get two answers (one for each of the split card's two halves.) [CompRules 2006/05/01] Example: Infernal Genesis has an ability that reads, "At the beginning of each player's upkeep, that player puts the top card from his or her library into his or her graveyard. He or she then puts X 1/1 black Minion creature tokens into play, where X is that card's converted mana cost." If the top card of your library is Assault (Assault/Battery) when this ability resolves, the game sees its converted mana cost as "1, and 4." You get five creature tokens. [CompRules 2006/05/01] + 505.6 - Effects that ask if a split card's characteristic (in any zone other than the stack) matches a given value get only one answer. This answer is "yes" if either side of the split card matches the given value. [CompRules 2003/07/01] Example: Void reads, "Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards all nonland cards with converted mana cost equal to the number." If a player plays Void and chooses 1, his or her opponent would discard Assault (Assault/Battery) because the game sees its converted mana cost as "1, and 4." The same is true if the player chooses 4. If the player chooses 5, however, Assault/Battery would be unaffected. [CompRules 2006/05/01] 508 - Flip Cards + 508.1b - The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is in play and only if the permanent is flipped. [CompRules 2006/05/01] + 508.1c - A flip card's color, mana cost, expansion symbol, illustration credit, and legal text don't change if the permanent is flipped. Also, any changes to it by external effects will still apply. [CompRules 2006/05/01] + 508.2 - In every zone other than the in-play zone, and also in the in-play zone before the permanent flips, a flip card has only the normal characteristics of the permanent. Once the flip permanent in the in-play zone is flipped, the normal name, text box, type line, power, and toughness of the flip permanent don't apply and the alternative versions of those characteristics apply instead. [CompRules 2006/05/01] Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says "search for library for a legendary card" can't find this flip card. An effect that says "legendary creatures get +2/+2" doesn't affect Akki Lavarunner, but it does affect Tok-Tok. [CompRules 2005/02/01] + 508.3 - If you control a flip permanent, you must ensure that it's clear at all times whether the permanent is flipped or not, both when it's untapped and when it's tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects. [CompRules 2006/05/01] + 508.4 - Flipping a permanent is a one-way process. Once a permanent is flipped, it's impossible to flip the permanent back again. However, if a flipped permanent leaves play, it forgets its previous existence. [CompRules 2006/05/01] 510 - Status + 510.1 - A permanent's "status" is its physical state. There are three status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, and face up/face down. Each permanent always has one of these values for each of these categories. [CompRules 2006/05/01] + 510.2 - Status is not a characteristic, though it may affect a permanent's characteristics. [CompRules 2006/05/01] + 510.3 - Permanents come into play untapped, unflipped, and face up unless a spell or ability says otherwise. [CompRules 2006/05/01] + 510.4 - A permanent retains its status until a spell, ability, or game action changes it, even if that status is not relevant to it. [CompRules 2006/05/01] Example: Dimir Doppelganger says "{1}{U}{B}: Remove target creature card in a graveyard from the game. Dimir Doppelganger becomes a copy of that card and gains this ability." It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice's ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Grizzly Bears, it will retain its flipped status even though that has no relevance to Grizzly Bears. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent's flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability. [CompRules 2006/05/01] + 510.5 - Only permanents have status. Cards not in play do not. Although a card in the removed-from-the-game zone may be face down, this has no correlation to the face-down status of a permanent. [CompRules 2006/05/01] + 510.6 - A permanent that phases out remembers its status, as well as other information about the permanent (such as who controls it or whether it has any counters on it). It will phase in with the same status it had when it phased out. If it was face down when it phased out, it will stay face down in the phased-out zone. [CompRules 2006/05/01] 6 - Multiplayer Rules ------------------------------------------------------------------------------ No changes to this section. 7 - Specialized Rules ------------------------------------------------------------------------------ 703 - Keyword Abilities + 703.4 - Hellbent is a keyword ability written as "Hellbent - [ability]". + 703.4.Ruling.1 - Hellbent has no meaning in itself and has no game effect in itself. The ability listed following th ekeyword is the actual effect. Hellbent is simply used to show that the card has a similar ability to other cards that use this keyword. [D'Angelo 2006/05/13] + 703.4.Ruling.2 - If a Hellbent ability of a spell is a self-replacement that changes the effect of that spell, the number of cards in its controller's hand is checked as the spell resolves. It is not checked when the spell is played. [Dissension FAQ 2006/04/13] + 703.4.Ruling.3 - If a Hellbent ability of a permanent is an activated ability, the number of cards in the permanent's controller's hand is checked when that player tries to play the ability. It is not checked when it resolves. [Dissension FAQ 2006/04/13] + 703.4.Ruling.4 - If a Hellbent ability of a permenent is a triggered ability, the number of cards in the permanent's controller's hand is checked both when that ability would trigger and when the ability would resolve. If the player has one or more cards in his or her hand when the ability would trigger, it won't trigger. If the player has one or more cards in his or her hand when the ability would resolve, the ability does nothing. [Dissension FAQ 2006/04/13] 704 - Other Rules + 704.1 - Some cards use the text "If [cost] was spent to play ~this~, [effect]." Other cards say "When ~this~ comes into play, [effect] unless [cost] was spent to play it." + 704.1.Ruling.1 - This text means that if the generic portion of the mana cost was paid with the specified mana type that the effect occurs as described. For example, if you pay a {1}{W} cost with {R}{W}, then {R} was spent to play the spell. [D'Angelo 2006/05/13] + 704.1.Ruling.2 - If the creature is put directly into play without having been played, then no mana was spent to play it. The "If" case will fail and the trigger case will do the effect. [Dissension FAQ 2006/04/13] + 704.1.Ruling.3 - If a copy of such a creature comes into play by being played (as with Clone), you do not have the option to pay extra mana as it is played, but if the mana cost you did pay includes the right cost, then the cost is considered paid. [Dissension FAQ 2006/04/13] 8 - Tournament Rules ------------------------------------------------------------------------------ No changes to this section. 9 - Glossary ------------------------------------------------------------------------------ G1.18 - Artifact Type + G1.18b - The list of artifact types, updated through the Dissension(tm) set is as follows: Equipment. [CompRules 2006/02/01] G3.32 - Creature Type + G3.32b - The list of creature types, updated through the Dissension 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] G4.20 - Dual Land (Informal) + G4.20a - The Ravnica block 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 2006/05/01] G5.5 - Enchant Player + G5.5a - Auras with the "enchant opponent" or "enchant player" ability can target and be attached to players. Such Auras can't target permanents and can't be attached to permanents. Rule 212.4d through Rule 212.4i apply to an Aura with enchant player in relation to players as they normally would for permanents. [CompRules 2006/05/01] G6.1 - Face Down + G6.1a - Face-down spells on the stack, face-down permanents in play, and face-down cards in the phased-out zone have no characteristics other than those listed by the ability or rules that allowed the card, spell, or permanent to be turned face down. Any listed characteristics are the copiable values of that object's characteristics. [CompRules 2006/05/01] + G6.1c - The ability or rules that allow a permanent to be turned face down may also allow the permanent's controller to turn it face up. Spells normally can't be turned face up. [CompRules 2006/05/01] G6.10 - Flip Cards + G6.10b - The top half of a flip card contains the card's normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to "flip" if certain conditions are met. The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is in play and only if the permanent is flipped. [CompRules 2006/05/01] + G6.10c - A flip card's color, mana cost, expansion symbol, illustration credit, and legal text don't change if the permanent is flipped. Also, any changes to it by external effects will still apply. [CompRules 2006/05/01] + G6.10d - In every zone other than the in-play zone, and also in the in-play zone before the permanent flips, a flip card has only the normal characteristics of the permanent. Once the flip permanent in the in-play zone is flipped, the normal name, text box, type line, power, and toughness of the flip permanent don't apply and the alternative versions of those characteristics apply instead. [CompRules 2006/05/01] + G6.10e - If you control a flip permanent, you must ensure that it's clear at all times whether the permanent is flipped or not, both when it's untapped and when it's tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects. [CompRules 2006/05/01] + G6.10f - Flipping a permanent is a one-way process. Once a permanent is flipped, it's impossible to flip the permanent back again. However, if flipped permanent leaves play, it forgets its previous existence. [CompRules 2006/05/01] G7.5 - Graft + G7.5a - Graft represents both a static ability and a triggered ability. "Graft N" means "This permanent comes into play with N +1/+1 counters on it" and "Whenever another creature comes into play, you may move a +1/+1 counter from this permanent onto that creature." If a creature has multiple instances of graft, each one works separately. [CompRules 2006/05/01] + Note - Also see Rule 502.54, "Graft." G9.13 - Instant Type + G9.13b - The list of instant types, updated through the Dissension set, is as follows: Arcane. [CompRules 2006/05/01] G12.2 - Land Type + G12.2c - The list of land types, updated through the Dissension set, is as follows: Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, Urza's [CompRules 2006/05/01] G13.10 - Mana Symbol + G13.10a - The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, {Z} and the numerals {0}, {1}, {2}, {3}, {4}, and so on, and the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}. See Rule 104.3. [CompRules 2006/05/01] + G13.10g - Each of the hybrid mana symbols represents a cost which can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. See Rule 104.3f. [CompRules 2006/05/01] G13.16 - Monocolored + G13.16a - A monocolored card has exactly one color. A colorless card isn't monocolored. [CompRules 2006/05/01] G16.19 - Power + G16.19a - The number before the slash printed on the lower right corner of a creature card is its power. See Rule 208, "Power/Toughness." [CompRules 2006/05/01] + G16.19c - Some creature cards have power represented by * instead of a number. The object has a characteristic-setting ability that sets its power according to some stated condition. The * is 0 while the object isn't in play. [CompRules 2006/05/01] + G16.19d - A noncreature permanent has no power, even if it's a card with a power printed on it (such as a Licid that's become an Aura). [CompRules 2006/05/01] G16.22 - Priority + G16.22b - Each time a spell, an ability (other than a mana ability), or combat damage resolves, and at the beginning of most phases and steps, the active player receives priority. If a player has priority when he or she plays a spell, ability, or land, or takes a special action, he or she received priority afterward. When a player passes in a two-player game, his or her opponent receives priority. [CompRules 2006/05/01] G19.14 - Sorcery Type + G19.14b - The list of sorcery types, updated through the Dissension set, is as follows: Arcane. [CompRules 2006/05/01] G19.21 - Split Cards + G19.21b - Split cards have two mana costs with different colors of mana in them. That means they are multicolored cards while they're not on the stack. A split card is a multicolored card on the stack only if the half that's been played is multicolored. [CompRules 2006/05/01] G19.26 - Status + G19.26a - A permanent's status is its physical state. There are three status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, and face up/face down. Each permanent always has one of these values for each of these categories. [CompRules 2006/05/01] + G19.26b - Status is not a characteristic, though it may affect a permanent's characteristics. [CompRules 2006/05/01] + G19.26c - Permanents come into play untapped, unflipped, and face up unless a spell or ability says otherwise. [CompRules 2006/05/01] + Note - Also see Rule 510, "Status." G19.36 - Supertype + G19.36c - The list of supertypes, updates through the Dissension set, is as follows: basic, legendary, snow-covered, and world. [CompRules 2006/05/01] G20.2 - Tapped + G20.2a - A permanent that's turned sideways is tapped. Tapping permanents shows that they've been used. Permanents untap during their controllers' untap steps. [CompRules 2003/07/01] + Note - Also see Rule G19.26, "Status." + Note - Also see Rule G20.1, "Tap." + Note - Also see Rule G21.6, "Untap." + Note - Also see Rule G21.7, "Untapped." G20.16 - Toughness + G20.16a - The number after the slash printed on the lower right corner of a creature card its toughness. See Rule 208, "Power/Toughness." [CompRules 2006/05/01] + G20.16c - Some creature cards have toughness represented by * instead of a number. The object has a characteristic-setting ability that sets its toughness according to some stated condition. The * is 0 while the object isn't in play. [CompRules 2006/05/01] + G20.16d - A noncreature permanent has no toughness, even it it's a card with a toughness printed on it (such as a Licid that's become an Aura). [CompRules 2006/05/01] G21.3 - Unblocked + G21.3a - A creature is unblocked if it's attacking and no creature blocked it during the declare blockers step of the current combat phase. It remains an unblocked creature until an effect causes it to become blocked, it's removed from combat, it stops being a creature, its controller changes, or the combat phase ends. Unblocked creatures don't exist outside of the combat phase or before the declare blockers step. [CompRules 2006/05/01] + Note - Also see Rule 309, "Declare Blockers Step." 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.