============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2006/08/04 ============================================================================== 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 2006/07/12 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; the bybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; and the snow symbol {S}. [CompRules 2006/07/15] + 104.3f - Each of the hybrid mana symbols represents a cost that 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 2006/07/15] 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 of that symbol's colors and adds one mana of that color to his or her mana pool. [CompRules 2006/07/15] + 104.3h - The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. This is a generic mana cost that can be paid with any color of, or colorless, mana. Effects that reduce the amount of generic mana you pay don't affect {S} costs. [CompRules 2006/07/15] 2 - Parts of the Game ------------------------------------------------------------------------------ 203 - Mana Cost and Color + 203.Ruling.2 - And {S} in a cost is similar to the symbol {1}, but the mana must come from a snow permanent. It can't be paid with mana produced by nonsnow permanents. [Coldsnap FAQ 2006/06/14] + 203.Ruling.3 - Whey paying for {S}, it matters only if the permanents that produced the mana had supertype snow at the time the mana was produced. Changes before or after that time do not matter. [Coldsnap FAQ 2006/06/14] + 203.Ruling.4 - {S} is not a color, you can't add {S} to your mana pool, and "snow mana" is not a type of mana. [Coldsnap FAQ 2006/06/14] It is just a shorthand for restricting the source of mana. 205 - Type Line + 205.4e - Any permanent with the supertype "snow" is a snow permanent. Any permanent that doesn't have this supertype is a nonsnow permanent, regardless of its name. [CompRules 2006/07/15] 212.4 - Enchantments + 212.4d - Some enchantments have the subtype "Aura." An Aura comes into play attached to a permanent or player. What an Aura can be attached to is restricted by its enchant keyword ability (see Rule 502.45, "Enchant"). Other effects can limit what an permanent can be enchanted by. [CompRules 2006/07/15] + 212.4j - If an Aura is coming into play by any means other than by being played and the effect putting it into play doesn't specify the permanent or player the Aura will enchant, the player putting it into play chooses what it will enchant as the Aura comes into play. The player must choose a legal permanent or player according to the Aura's enchant ability and any other applicable effects. If the player can't make a legal choice, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner's graveyard instead of coming into play. [CompRules 2006/07/15] + 212.4k - If an effect attempts to attach an Aura in play to a permanent or player, that permanent or player must be able to be enchanted by it. If the permanent or player can't be, the Aura doesn't move. [CompRules 2006/07/15] 212.6 - Land + 212.6e - If an effect changes a land's type to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text and its old land types, and it gains the appropriate mana ability for each new basic land type. Note that this doesn't remove any abilities that were granted to the land by other effects. Changing a land's subtype doesn't add or remove any types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities. [CompRules 2006/07/15] 217.7 - Removed from the Game + 217.7d - A card may have one ability printed on it that removes one or more cards from the game, and another ability that refers either to "the removed cards" or to cards "removed from the game with [name]." These abilities are linked: the second refers only to cards in the removed-from-the-game zone removed as a result of the first. If another object copies both abilities, the abilities will be similarly linked on that object. They can't be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. [CompRules 2006/07/15] Example: Arc-Slogger has the ability "{R}: Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player." Sisters of Stone Death has the ability "{B}{G}: Remove from the game target creature blocking or blocked by Sisters of Stone Death" and the ability "{2}{B}: Put a creature card removed from the game with Sisters of Stone Death into play under your control." Quicksilver Elemental has the ability "{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If a player has Quicksilver Elemental gain Arc-Slogger's ability, plays it, then has Quicksilver Elemental gain Sisters of Stone Death's abilities, plays the remove-from-game ability, and then plays the return-to-play ability, only the creature card Quicksilver Elemental removed from the game with Sisters of Stone Death's ability can be returned to play. Creature cards Quicksilver Elemental removed from the game with Arc-Slogger's ability can't be returned. [CompRules 2005/10/01] 3 - Turn Structure ------------------------------------------------------------------------------ No changes to this section. 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 405 - Static Abilities + 405.2 - Some objects have intrinsic static abilities which state that the object "has" one or more characteristic values; "is" one or more particular types, supertypes, subtypes, or colors; or that one or more of its characteristics "is" or "are" a particular value. These abilities are characteristic-setting abilities. Abilities of an object that affect the characteristics of another object are not characteristic-setting abilities; neither are abilities that an object grants to itself. See Rule 201, "Characteristics," and Rule 418.5a. [CompRules 2006/07/15] + 405.2a - A characteristic-setting ability that states that an object is one or more particular types, supertypes, subtypes, or colors applies no matter which zone the object it's on is in. This rule doesn't apply to other characteristic-setting abilities. [CompRules 2006/07/15] 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 before taking that action. If an effect specifically instructs or allows a player to play a spell during resolution, he or she does so by putting that spell on top of the stack, then continuing to play it by following the steps in Rule 409.1a through Rule 409.1i (except no player receives priority after it's played). The currently resolving spell or ability then continues to resolve, which may include playing other spells this way. No other spells or abilities can normally be played during resolution. [CompRules 2006/07/15] 419.6 - Replacement Effects + 419.6g - Some replacement effects say "instead choose one -." Such effects are called modal replacement effects. The mode is chosen as the replacement effect is applied. If a modal replacement effect would apply to multiple events, a different mode may be chosen for each event. A modal replacement effect doesn't invoke itself repeatedly, regardless of which mode was chosen. You may not choose modes that are impossible. [CompRules 2006/07/15] 420 - State-Based Effects + 420.5d - An Aura attached an illegal permanent or player, or not attached to a permanent or player is put into its owner's graveyard. [CompRules 2006/07/15] 5 - Additional Rules ------------------------------------------------------------------------------ 502.6 - Landwalk + 502.6a - Landwalk and snow landwalk are generic terms; a card's rules text will give a specific subtype or supertype (such as in "islandwalk," "snow swampwalk," or "legendary landwalk"). [CompRules 2006/07/15] + 502.6b - Landwalk and snow landwalk are evasion abilities. A creature with landwalk is unblockable as long as the defending player controls at least one land with the specified subtype and/or supertype. (See Rule 309, "Declare Blockers Step.") [CompRules 2006/07/15] + 502.6c - Snow landwalk is a special type of landwalk. A creature with snow landwalk is unblockable as long as the defending player controls at least one snow land with the specified subtype. If a player is allowed to choose any landwalk ability, that player may choose a snow landwalk ability. If an effect causes a permanent to lose all landwalk abilities, snow landwalk abilities are removed as well. [CompRules 2006/07/15] + 502.6d - Landwalk or snow landwalk abilities don't "cancel" one another. [CompRules 2006/07/15] Example: If a player controls a snow Forest, that player can't block an attacking creature with snow forestwalk even if he or she also controls a creature with snow forestwalk. [CompRules 2006/07/15] + 502.6e - Multiple instances of the same type of landwalk or snow landwalk on the same creature are redundant. [CompRules 2006/07/15] 502.13 - Cumulative Upkeep + 502.13a - Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, put an age counter on this permanent, then sacrifice this permanent unless you pay [cost] for each age counter on it." If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren't allowed. [CompRules 2006/07/15] Example: A creature has "Cumulative upkeep {W} or {U}" and two age counters on it. When its ability next triggers and resolves, the creature's controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature in play. [CompRules 2006/07/15] Example: A creature has "Cumulative upkeep-Sacrifice a creature" and one age counter on it. When its ability next triggers and resolves, its controller can't choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed. [CompRules 2006/07/15] + 502.13.Ruling.7 - Paying cumulative upkeep is always optional. [Coldsnap FAQ 2006/06/14] + 502.13.Ruling.8 - An ability that triggers on cumulative upkeep being paid triggers once when it is paid, not once per age counter. [Coldsnap FAQ 2006/06/14] 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 212.4k apply to an Aura with the "enchant player" or "enchant opponent" ability in relation to players as they would normally would for permanents. [CompRules 2006/07/15] 502.51 - Haunt + 502.51.Ruling.12 - If a creature that has Haunt due to an effect (such as being a copy), when it goes to the graveyard, its Haunt ability will trigger, remove it from the game, and make it Haunt a target creature. The Haunt ability is lost when the creature left play, so it will not have any text saying that it does anything to the creature is haunting. As a result, it won't do anything other make that creature "haunted". [D'Angelo 2006/08/01] 502.55 - Recover + 502.55a - Recover is a triggered ability that functions only while the card with recover is in a player's graveyard. "Recover [cost]" means "When a creature is put into your graveyard from play, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game." [CompRules 2006/07/15] + 502.55.Ruling.1 - You get only one chance to use a card's recover ability. The first time the ability triggers on a creature going to your graveyard, you either end up with the card in your hand or it is removed from the game. [Coldsnap FAQ 2006/06/14] + 502.55.Ruling.2 - If multiple creatures are put into your graveyard from play at the same time, the recover ability of a card already in your graveyard triggers that many times. Only the first one to resolve will cause the card to move somewhere. By the time any of the other triggers resolve, the card won't be in your graveyard anymore. You can still pay the recover cost, but nothing else will happen. [Coldsnap FAQ 2006/06/14] + 502.55.Ruling.3 - If a creature with recover is put into your graveyard from play, it doesn't cause its own recover ability to trigger. Similarly, if another creature is put into your graveyard from play at the same time that a card with recover is put there, it won't cause that recover ability to trigger. [Coldsnap FAQ 2006/06/14] 502.56 - Ripple + 502.56a - Ripple is a triggered ability that functions while the card with ripple is on the stack. "Ripple N" means "When you play this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may play any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not played this way on the bottom of your library in any order." [CompRules 2006/07/17] + 502.56b - If a spell has multiple instances of ripple, each triggers separately. [CompRules 2006/07/15] + 502.56.Ruling.1 - When you play a spell with ripple, the ripple ability will resolve before the spell does. This is because Ripple triggers when the spell goes on the stack and ends up on top of it on the stack. [Coldsnap FAQ 2006/06/14] + 502.56.Ruling.2 - You are not required to play any spells with the same name, but if you don't play them they go on the bottom of your library with the other cards. [Coldsnap FAQ 2006/06/14] + 502.56.Ruling.3 - For each revealed card you choose to play, follow all the normal steps for playing it, though you won't have to pay its mana cost. Any additional costs are paid as normal. All cards played this way go on the stack on top of the original spell, then all abilities that trigger when you play the new spells (including their ripple abilities) go on the stack on top of them. [Coldsnap FAQ 2006/06/14] 505 - Split Cards + 505.2 - In every zone except the stack, split cards have two sets of characteristics and two converted mana costs. As long as a split card is a spell on the stack, only the characteristics of the half being played exist. The other half's characteristics are treated as though they didn't exist. [CompRules 2006/07/15] + 505.5 - An effect that asks for a particular characteristic of a split card while it's in a zone other than the stack gets two answers (one for each of the split card's two halves.) [CompRules 2006/07/15] 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 - An effect that performs a positive comparison (such as asking if a card is red) or a relative comparison (such as asking if a card's converted mana cost is less than 2) involving characteristics of one or more split cards in any zone other than the stack gets only one answer. This answer is "yes" if either side of those split cards would return a "yes" answer if compared individually. An effect that performs a negative comparison (such as asking if cards have different names) involving characteristics of one or more split cards in any zone other than the stack also gets only one answer. This answer is "yes" if performing the comparable positive comparison would return a "no" answer. [CompRules 2006/07/15] 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] 511 - Flipping a Coin + 511.1 - To flip a coin for an object that cares whether a player wins or loses the flip, the affected player flips the coin and calls "heads" or "tails" while the coin is in the air. If the call matches the result, that player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved. [CompRules 2006/07/15] + 511.2 - To flip a coin for an object that cares whether the coin comes up heads or tails, each affected player flips a coin without making a call. No player wins or loses this kind of flip. [CompRules 2006/07/15] + 511.3 - If the coin that's being flipped doesn't have an obvious "heads" or "tails," designate one side to be "heads," and the other side to be "tails." Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call "odds" or "evens," or roll an even-sided die and designate that "odds" means "heads" and "evens" means "tails." [CompRules 2006/07/15] 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 Passage 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] 606 - Two-Headed Giant Variant + 606.9a - If an effect needs to know the value of an individual player's life total, that effect uses the team's life total divided by two, rounded up, instead. [CompRules 2005/08/01] Example: In a Two-Headed Giant game, a team is at 17 life when a player activates Heartless Hidegtsugu's ability, which reads, "Heartless Hidetsugu deals to each player damage equal to half that player's life total, rounded down." For the purposes of this ability, each player on that team is considered to be at 9 life. Heartless Hidetsugu deals 4 damage to each of those players, for a total of 8 damage. The team will end up at 9 life. [CompRules 2005/08/01] Example: In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, "At the beginning of your upkeep, if you have 50 or more life, you win the game." At the beginning of your upkeep, the player's team wins the game only if his or her share of the team's life total is 50 or more. The team's life total must be 99 or more for that to happen. [CompRules 2005/08/01] Example: In a Two-Headed Giant game, a player controls Lurking Jackals, which reads, "When an opponent has 10 life or less, if Lurking Jackals is an enchantment, it becomes a 3/2 Hound creature." If the opposing team has 22 life and 1 damage to a particular opponent, Lurking Jackals won't become a creature. The opposing team's life total must be 20 or less for that to happen. [CompRules 2005/08/01] 7 - Specialized Rules ------------------------------------------------------------------------------ No changes to this section. 8 - Tournament Rules ------------------------------------------------------------------------------ No changes to this section. 9 - Glossary ------------------------------------------------------------------------------ G1.18 - Artifact Type + G1.18b - The list of artifact types, updated through the Coldsnap(tm) set is as follows: Equipment. [CompRules 2006/07/15] G1.21 - Attach + G1.21a - To attach an Aura or Equipment to a permanent means to take it from where it currently is and put it onto that permanent. If the Aura or Equipment no longer exists or the object it will move onto is no longer in the correct zone when the effect would attach it, nothing happens. Similarly, an Aura or Equipment can't be attached to a permanent it couldn't enchant or equip. The Aura or Equipment stays where it is, with one exception: If an Aura is coming into play from the stack and there is no legal permanent for it to enchant, the Aura is put into its owner's graveyard instead of coming into play. If an effect tries to attach an Aura or Equipment to a permanent it's already attached to, the effect does nothing. [CompRules 2006/07/15] G3.8 - Characteristic-Setting Ability + G3.8a - Some objects have intrinsic static abilities which state that that object "has" one or more characteristics; "is" one or more particular types, supertypes, subtypes, or colors; or that one or more of its characteristics "is" or "are" a particular value. These abilities are characteristic-setting abilities. [CompRules 2006/07/15] G3.33 - Cumulative Upkeep + G3.33a - Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, put an age counter on this permanent, then sacrifice this permanent unless you pay [cost] for each age counter on it." If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them are paid. Partial payments aren't allowed. Note that if a permanent has more than one instance of cumulative upkeep, each creates a separate triggered ability at the beginning of upkeep that counts all the age counters on the permanent from all abilities. [CompRules 2006/07/15] 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 212.4k apply to an Aura with enchant player in relation to players as they normally would for permanents. [CompRules 2006/07/15] G5.7 - Enchantment Type + G5.7b - The list of enchantment types, updated through the Coldsnap set, is as follows: Aura, Shrine. [CompRules 2006/07/15] G6.9 - Flip a Coin + G6.9a - To flip a coin for an object that cares whether a player wins or loses the flip, the affected player flips the coin and calls "heads" or "tails" while the coin is in the air. If the call matches the result, that player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved. [CompRules 2006/07/15] + G6.9b - To flip a coin for an object that cares whether the coin comes up heads or tails, each affected player flips a coin without making a call. No player wins or loses this kind of flip. [CompRules 2006/07/15] + G6.9c - If the coin that's being flipped doesn't have an obvious "heads" or "tails," designate one side to be "heads," and the other side to be "tails." Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. [CompRules 2006/07/15] + Note - Also see Flipping a Coin, Rule 511. G6.10 - Flip Cards + G6.10a - Flip cards, such as the "heroes" from the Champions of Kamigawa(tm) set, have a two-part card frame on a single card. The text that appears right side up on the card defines the card's normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic: The Gathering card back. [CompRules 2006/07/15] G9.13 - Instant Type + G9.13b - The list of instant types, updated through the Coldnsap set, is as follows: Arcane. [CompRules 2006/07/15] G12.2 - Land Type + G12.2c - The list of land types, updated through the Coldsnap set, is as follows: Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, Urza's [CompRules 2006/07/15] 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; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; and the snow symbol {S}. See Rule 104.3. [CompRules 2006/07/15] + G13.10h - The symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See Rule 104.3h. [CompRules 2006/07/15] G13.13 - Modal, Mode + G13.13a - A spell or ability is modal if it is written "Choose one -" or "[a specified player] chooses one -." Modal spells and abilities offer a choice of effects. A modal spell or ability's controller must choose the mode as part of playing the spell or ability or as part of putting the ability on the stack (in the case of triggered abilities). See Rule 409.1b. A modal replacement effect's mode is chosen as it's applied; see Rule 419.6g. [CompRules 2003/07/01] G13.21 - Move + G13.21a - To move a counter means to take it from where it currently is and put it onto an object. If the object the counter would move from has no counters, or either that object or any possible objects the counter would move onto are not longer in the correct zone when the effect would move the counter, nothing happens. [CompRules 2006/07/15] + G13.21b - Some older cards used "move" to describe taking an Aura on one permanent and putting it onto another. These cards now say "attach." [CompRules 2006/07/15] G19.11 - Snow + G19.11a - Snow is a supertype. When a card refers to a "snow permanent," it means a permanent with the snow supertype. When a card refers to a "snow Forest," it means a Forest with the snow supertype, and so on. Some older cards were printed with the term "snow-covered" in their rules text. Except for card names, all instances of "snow-covered" are now "snow." See Rule 205.4e. [CompRules 2006/07/15] + G19.11.Ruling.1 - Like "legendary", the supertype snow may appear on any card that becomes a permanent. Unlike "legendary", "snow" has no particular meaning or rules associated with it. [Coldsnap FAQ 2006/06/14] G19.12 - Snow-Covered (Obsolete) + G19.12a - Some older cards were printed with the term "snow-covered" in their rules text. Except for card names, all instances of "snow-covered" are now "snow." [CompRules 2006/07/15] + Note - Also see Snow, Rule G19.11. G19.13 - Snow Landwalk + G19.13a - Snow landwalk is a special form of landwalk. A creature with snow landwalk is unblockable as long as the defending player controls at least one snow land of the specified subtype. [CompRules 2006/07/15] G19.14 - Snow Mana + G19.14a - The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. This is a generic mana cost that can be paid with any color or, or colorless, mana. Effects that reduce the amount of generic mana you pay don't affect {S} costs. [CompRules 2006/07/15] G19.16 - Sorcery Type + G19.16b - The list of sorcery types, updated through the Coldsnap set, is as follows: Arcane. [CompRules 2006/07/15] G19.23 - Split Cards + G19.23d - An effect that asks for a split card's characteristic while it's in a zone other than the stack gets both answers. [CompRules 2006/07/15] + G19.23e - An effect that performs a positive comparison or a relative comparison involving characteristics of one or more split cards in any zone other than the stack gets only one answer. This answer is "yes" if either side of those split cards would return a "yes" answer if compared individually. [CompRules 2006/07/15] + G19.23f - An effect that performs a negative comparison involving characteristics of one or more split cards in any zone other than the stack also gets only one answer. This answer is "yes" if performing the comparable positive comparison would return a "no" answer. [CompRules 2006/07/15] G19.38 - Supertype + G19.38c - The list of supertypes, updates through the Coldsnap set, is as follows: basic, legendary, snow, and world. [CompRules 2006/07/15] G25.2 - You, Your + G25.2a - The words "you" and "your" on an object refer to the object's controller, its would-be controller (if a player is attempting to play it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it's on. For an activated ability, this is the player who played the ability. For a triggered ability, this is the controller of the object when the ability triggered. See also Controller, Owner. [CompRules 2006/07/15] 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.