============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2006/10/18 ============================================================================== 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 2006/09/10 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 + 101.4a - The Two-Headed Giant variant uses the standard mulligan rule, with some modifications. First, the starting team takes any mulligans. For a team to take a mulligan, each player on that team decides whether or not to take a mulligan, then all players who chose to do so take their mulligans at the same time. The first time a player takes a mulligan, he or she draws a new hand of seven cards. After each player on that team who took a mulligan looks at his or her new hand, the team repeats the process. (Subsequent hands decrease by one card as normal.) Once a player has decided to keep a hand, those cards become his or her opening hand. That player can't take any more mulligans, but his or her teammate may. Once each player on the starting team decides to keep an opening hand, the other team may take mulligans. [CompRules 2006/10/01] Example: Bob and Clare are the starting team in a Two-Headed Giant game. They've each draw seven cards. After reviewing each other's hands, both Bob and Clare decide to mulligan. Each shuffles his or her hand into his or her deck and draws seven cards. Clare isn't sure about Bob's new hand, but he decides to keep it. Clare decides to take another mulligan. Bob's hand becomes his opening hand, and Clare shuffles her hand into her deck and draws six cards. Then only Clare has the option to mulligan. She decides to keep her hand of six cards and that becomes her opening hand. After that, the other team decides whether to take mulligans. [CompRules 2006/10/01] + 101.5b - In multiplayer games, no player skips the draw step of his or her first turn. However, the Two-Headed Giant variant has a special rule: Although the starting team's first draw step isn't skipped, only the secondary player on that team draws a card during that step. See Rule 606, "Two-Headed Giant Variant." [CompRules 2006/10/01] 104 - Numbers and Symbols + 104.3 - The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, and {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 2006/10/01] 2 - Parts of the Game ------------------------------------------------------------------------------ 203 - Mana Cost and Color + 203.Ruling.6 - The mana cost of a spell on the stack is the mana cost printed on the spell or ability being played. Only the choice value of X (see Rule 203.Ruling.1) affects the mana cost. Other cost modifiers do not alter the mana cost. [D'Angelo 2006/09/30] 206 - Expansion Symbol + 206.1 - The expansion symbol indicates which Magic set a card is from. It's normally printed below the right edge of the illustration. [CompRules 2006/10/01] + 206.2 - The color of the expansion symbol indicates the rarity of the card within its set. A gold symbol indicates the card is rare. A silver expansion symbol indicates the card is uncommon. A black or white expansion symbol indicates the card is common or is a basic land. A purple expansion symbol signifies a special rarity; to date, only the Time Spiral(tm) "timeshifted" cards, which were rarer than that set's rare cards, have had purple expansion symbols. (Prior to the Exodus(tm) set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, Magic core sets didn't have expansion symbols at all.) [CompRules 2006/10/01] + 206.3 - A spell or ability that affects cards from a particular set "looks" only for that set's expansion symbol. A card reprinted in the core set receives the core set's expansion symbol. Any reprinted version of the card no longer counts as part of its original set unless it was reprinted with that set's expansion symbol. The first five editions of the core set had no expansion symbol. [CompRules 2006/10/01] 213 - Spells + 213.1a - A nonexistent mana cost can't be paid. [CompRules 2006/10/01] 214 - Permanents + 214.3 - A card or token becomes a permanent when it comes into play and it stops being a permanent when it leaves play. Permanents come into play untapped. The term "permanent" is used to refer to a card or token while it's in play. The term "card" isn't typically used to refer to a card that's in play as a permanent; rather it's nearly always used to refer to a card that's not in play and not on the stack, such as a creature card in a player's hand. For more information, see Rule 217, "Zones." [CompRules 2006/10/01] + 214.4 - Every permanent has a controller. By default, a permanent's controller is the player who put it into play. [CompRules 2006/10/01] + 214.5 - Every permanent has a value in each of three status categories: tapped/untapped, flipped/unflipped, and face up/face down. By default, a permanent comes into play untapped, unflipped, and face up. For more information, see Rule 510, "Status." [CompRules 2006/10/01] 217 - Zones + 217.1b - The order of objects in a library, in a graveyard, or on the stack can't be changed except when effects or rules allow it. Objects in other zones can be arranged however their owners wish, although who controls those objects, whether they're tapped or flipped, and what enchants or equips them must remain clear to all players. [CompRules 2006/10/01] + 217.1c - An object that moves from one zone to another is treated as a new object. Effects connected with its previous location will no longer affect it. There are three exceptions to this rule: (1) Effects that change the characteristics of an artifact, creature, or enchantment spell on the stack will continue to apply to the permanent that spell creates. (2) Abilities that trigger when an object moves from one zone to another (for example, "When Rancor is put into a graveyard from play") can find the object in the zone it moved to when the ability triggered. (3) Prevention effects that apply to damage from an artifact, creature, or enchantment spell on the stack will continue to apply to damage from the permanent that spell becomes. [CompRules 2006/10/01] 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 gains a pair of linked 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 2006/10/15] 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 ------------------------------------------------------------------------------ 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. This remains unchanged until the creature is removed from combat or the combat phase ends, whichever comes first. (Some effects can change whether a creature is blocked or unblocked.) [CompRules 2006/10/01] 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 401 - Spells on the Stack + 401.1b - A nonexistent mana cost can't be paid. [CompRules 2006/10/01] 402 - Abilities + 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, unless that ability's trigger condition, or a previous part of that ability's cost or effect, specifies that the object is put into that zone. [CompRules 2006/10/01] 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. [CompRules 2006/02/01] 408.1 - Timing, Priority, and the Stack + 408.1i - Special actions don't use the stack. The special actions are playing a land (see Rule 408.2d), turning a face-down creature face up (see Rule 408.2h), ending continuous effects or stopping delayed triggered abilities (see Rule 408.2i), ignoring or suspending continuous effects (see Rule 408.2j), and removing a card with suspend in your hand from the game. [CompRules 2006/10/01] 408.2 - Actions That Don't Use the Stack + 408.2j - Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. This is a special action. A player can take an action to ignore an effect only when he or she has priority. The player who took the action gets priority after this special action. [CompRules 2006/10/01] + 408.2k - A player who has a card with suspend in his or her hand may remove that card from the game. This is a special action. (See Rule 502.59, "Suspend.") A player can remove a card with suspend in his or her hand from the game only when he or she has priority. That player gets priority after this special action. [CompRules 2006/10/01] 409 - Playing Spells and Activated Abilities + 409.Ruling.2 - Effects that alter the cost of a spell or ability are all applied and the order does not matter because no currently available cost modifier is conditional based on the current cost. [D'Angelo 2006/09/30] 410 - Handling Triggered Abilities + 410.10d - Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. Continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities must be treated specially because the object with the ability may no longer be in play, no longer be in a zone visible to all players, or no longer be controlled by the appropriate player. The game has to "look back in time" to determine if these abilities trigger. Abilities that trigger specifically when an object leaves play, when an object leaves any visible zone for a hidden one, or when a player loses control of an object will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward. [CompRules 2006/10/01] Example: Two creatures are in play along with an artifact that has the ability "Whenever a creature is put into a graveyard from play, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures. [CompRules 2003/07/01] 413 - Resolving Spells and Abilities + 413.2c - If an effect offers any choices other than choices already made as part of playing the spell or ability, the player announces these while applying the effect. The player can't choose an option that's illegal or impossible. (For example, a player can't avoid the consequences of not taking an optional action if he or she can't meet all the immediate requirements of that action.) Drawing a card is never considered an impossible action, even if there are no cards in the affected player's library. [CompRules 2006/10/01] Example: A spell's instruction reads, "You may sacrifice a creature. If you don't, you lose 4 life." A player who controls no creatures can't choose the sacrifice option. [CompRules 2003/07/01] 419 - Replacement and Prevention Effects + 419.1e - Effects that read "As [this permanent] is turned face up ...," are replacement effects. [CompRules 2006/10/01] 419.6 - Replacement Effects + 419.6h - Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player's library. If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence. If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect. [CompRules 2006/10/01] 420 - State-Based Effects + 420.5g - A player who attempted to draw a card from an empty library since the last time state-based effects were checked loses the game. [CompRules 2006/10/01] + 420.5n - If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. [CompRules 2006/10/01] 423 - Drawing a Card + 423.1 - A player draws a card by putting the top card of his or her library into his or her hand. This is done as a game action during each player's draw step. It may also be done as part of a cost or effect of a spell or ability. [CompRules 2006/10/01] + 423.2 - Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws. [CompRules 2006/10/01] + 423.2a - If an effect instructs more than one player to draw cards, the active player performs all of his or her draws first, then each other player in turn order does the same. [CompRules 2006/10/01] + 432.2b - If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first the primary player (seated on the right) on the active team performs all of his or her draws, then the secondary player on that team performs all of his or her draws, then the nonactive team does the same. [CompRules 2006/10/01] + 423.3 - If there are no cards in a player's library and an effect offers that player the choice to draw a card, that player may choose to do so. See Rule 413.2c. [CompRules 2006/10/01] + 423.4 - A player who attempts to draw a card from an empty library loses the game the next time a player would receive priority. (This is a state-based effect. See Rule 420.5g.) [CompRules 2006/10/01] + 423.5 - If an effect moves cards from a player's library to that player's hand without using the word "draw," the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards or that replace card draws, as well as if the player's library is empty. [CompRules 2006/10/01] + 423.6 - Some effects replace card draws. [CompRules 2006/10/01] + 423.6a - An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player's library. [CompRules 2006/10/01] + 423.6b - If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence. [CompRules 2006/10/01] + 423.6c - Some effects perform additional actions on a card after it's drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects. [CompRules 2006/10/01] 5 - Additional Rules ------------------------------------------------------------------------------ 502.16 - Buyback + 502.16a - Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. "Buyback [cost]" means "You may pay an additional [cost] as you play this spell" and "If the buyback cost was paid, put this spell into its owner's hand instead of into that player's graveyard as it resolves." Paying a spell's buyback cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] 502.19 - Echo + 502.19.Ruling.7 - This ability used to always have the cost be the mana cost of the spell or ability. All such cards have errata now to print the actual echo cost. [D'Angelo 2006/10/01] 502.22 - Flashback + 502.22a - Flashback appears on some instants and sorceries. It represents two static abilities: one functions while the card is in a player's graveyard and the other functions while the card is on the stack. "Flashback [cost]" means "You may play this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, remove this card from the game instead of putting it anywhere else any time it would leave the stack." Playing a spell using its flashback ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] 502.23 - Threshold + 502.23a - Threshold used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata. Updated wordings are available in the Oracle card reference. [CompRules 2006/10/01] 502.24 - Madness + 502.24a - Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. "Madness [cost]" means "If a player would discard this card, that player discards it, but may remove it from the game instead of putting it into his or her graveyard" and "When this card is removed from the game this way, its owner may play it by paying [cost] rather than paying its mana cost. If that player doesn't, he or she puts this card into his or her graveyard." [CompRules 2006/10/01] 502.26 - Morph + 502.26a - Morph is a static ability that functions in any zone from which you could play the card it's on, and the morph effect works any time the card is face down. "Morph [cost]" means "You may play this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost by paying {3} rather than its mana cost." Any time you could play an instant, you may show all players the morph cost for any face-down permanent you control, pay that cost, then turn the permanent face up. This action does not use the stack. (See Rule 504, "Face-Down Spells and Permanents.") [CompRules 2006/10/01] + 502.26b - To play a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. These values are the copiable values of that object's characteristics. (See Rule 418.5, "Interaction of Continuous Effects," and Rule 503, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to play a card from any zone from which you could normally play it. When the spell resolves, it comes into play with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up. CompRules 2006/10/01] + 502.26e - If a face-up permanent 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 no mana cost. 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 2006/10/01] 502.38 - Bushido + 502.38b - If a creature has multiple instances of bushido, each triggers separately. [CompRules 2004/10/01] 502.43. Ninjutsu + 502.43.Ruling.1 - You can reveal and pay the cost for the same Ninjitsu card multiple times in a turn if you can pay the cost multiple times before the first use resolves. In this way you can remove multiple unblocked attackers. Once the first use of Ninjitsu resolves, you put this card into play as an attacker. The additional uses resolve with no effect. [D'Angelo 2006/10/09] 502.55 - Recover + Note - Also see Rule G18.3, "Recover". 502.56 - Ripple + Note - Also see Rule G18.16, "Ripple". 502.57 - Flash + 502.57a - Flash is a static ability that functions in any zone from which you could play the card it's on. "Flash" means "You may play this card any time you could play an instant." [CompRules 2006/10/01] + 502.57b - Multiple instances of flash on the same object are redundant. [CompRules 2006/10/01] + Note - Also see Rule G6.7, "Flash". 502.58 - Split Second + 502.58a Split second is a static ability that functions only while the spell with split second is on the stack. "Split second" means "As long as this spell is on the stack, players can't play other spells or abilities that aren't mana abilities." + 502.58b - Multiple instances of split second on the same spell are redundant. [CompRules 2006/10/01] + Note - Also see Rule G19.24, "Split Second". 502.59 - Suspend + 502.59a - Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player's hand. The second and third are triggered abilities that function in the removed-from-the-game zone. "Suspend N-[cost]" means "If you could play this card from your hand, you may pay [cost] and remove it from the game with N time counters on it. This action doesn't use the stack," and "At the beginning of your upkeep, if this card is suspended, remove a time counter from it," and "When the last time counter is removed from this card, if it's removed from the game, play it without paying its mana cost if able. If you can't, it remains removed from the game. If you play a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes." [CompRules 2006/10/01] + 502.59b - A card is "suspended" if it's in the removed-from-the-game zone, has suspend, and has a time counter on it. [CompRules 2006/10/01] + 502.59c - Playing a spell as an effect of its suspend ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] + Note - Also see Rule G19.40, "Suspend". 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 no mana cost. 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 no mana cost. 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 no mana cost. 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 + 504.1 - Two cards (Illusionary Mask and Ixidron) and the morph ability (see Rule 502.26) allow spells and permanents to be face down. [CompRules 2006/10/01] + 504.8 - If a face-down permanent would have an "As [this permanent] is turned face up ..." ability after it's turned face up, that ability is applied while that permanent is being turned face up, not afterward. [CompRules 2006/10/01] 505 - Split Cards + 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 each split card in the comparison would return a "yes" answer if compared individually. [CompRules 2006/10/01] If an effect performs a comparison involving multiple characteristics of one or more split cards in any zone other than the stack, each characteristic is compared separately. If each of the individual comparisons would return a "yes" answer, the whole comparison returns a "yes" answer. [CompRules 2006/10/01] 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." 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 2006/10/01] 6 - Multiplayer Rules ------------------------------------------------------------------------------ 600 - General + 600.4a - When a player leaves the game, all objects (see Rule 200.8) owned by that player leave the game, all spells and abilities controlled by that player on the stack cease to exist, and any change-of-control effects which give that player control of any objects end. Then, if there are any objects still controlled by that player, those objects leave the game. (Any objects leaving the game this way that aren't owned by the player leaving the game are placed in the removed-from-the-game zone.) This is not a state-based effect. It happens as soon as the player leaves the game. A player leaving the game doesn't affect combat damage on the stack. [CompRules 2006/10/01] Example: Alex plays Control Magic, an Aura that reads, "You control enchanted creature," on Bianca's Wall of Wood. If Alex leaves the game, so does Control Magic, and Wall of Wood reverts to Bianca's control. If, instead, Bianca leaves the game, so does Wall of Wood, and Control Magic is put into Alex's graveyard. [CompRules 2005/08/01] Example: Alex plays Threaten, which reads, in part, "Untap target creature and gain control of it until end of turn," targeting Bianca's Wall of Wood. If Alex leaves the game, Threaten's change-of-control effect ends and Wall of Wood reverts to Bianca's control. [CompRules 2005/08/01] Example: Alex plays Bribery, which reads, "Search target opponent's library for a creature card and put that card into play under your control. Then that player shuffles his or her library," targeting Bianca. Alex puts Wall of Wood into play from Bianca's library. If Alex leaves the game, Wall of Wood leaves the game. If, instead, Bianca leaves the game, Wall of Wood still leaves the game. [CompRules 2005/08/01] Example: Alex controls Genesis Chamber, which reads, "Whenever a nontoken creature comes into play, if Genesis Chamber is untapped, that creature's controller puts a 1/1 Myr artifact creature token into play." If Alex leaves the game, all Myr tokens created by Genesis Chamber while it was under Alex's control leave the game as well because Alex owns the tokens. [CompRules 2005/08/01] 606 - Two-Headed Giant Variant + 606.6a - A player who is dissatisfied with his or her initial hand may mulligan. First, the starting team takes any mulligans. For a team to take a mulligan, each player on that team decides whether to shuffle his or her hand back into the deck and then draw a new hand of seven cards. All players on that team who chose to do so take their mulligans at the same time. After each player on that team who took a mulligan looks at his or her new hand, the team repeats the process, resulting in a hand of one fewer card each time, until the hand size reaches zero cards. Teammates may consult during this process, but a player can't see the result of his or her teammate's mulligan before deciding whether to take a mulligan at the same time. Once a player has decided to keep a hand, those cards become his or her opening hand. That player can't take any more mulligans, but his or her teammate may. Once each player on the starting team decides to keep an opening hand, the other team may take mulligans. [CompRules 2006/10/01] + 606.6b - During the draw step of the starting team's first turn, only the secondary player draws a card. The primary player does not (see Rule 101.5). [CompRules 2006/10/01] + 606.6c - Teams have priority, not individual players. [CompRules 2006/10/01] + 606.6d - The Active Player, Nonactive Player order rule (see Rule 103.4) is modified for Two-Headed Giant play. The team whose turn it is is the active team. The other team is the nonactive team. If both teams would make choices and/or take actions at the same time, first the active team makes any choices required, then the nonactive team makes any choices required. Then the actions happen simultaneously. [CompRules 2006/10/01] + 606.6e - A player may play a spell or activated ability, or take a special action, only when his or her team has priority. If both players on a team want to take an action at the same time, the primary player decides who takes the action. Each player on a team draws a card during that team's draw step. Each player on a team may play a land during each of that team's turns. [CompRules 2006/10/01] + 606.6f - If neither player on a team wishes to do anything, that team passes. If both teams pass in succession (that is, if both teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when both teams pass in succession, the phase or step ends and the next one begins. [CompRules 2006/10/01] + 606.6g - If an effect gives a player an extra turn or adds a phase or step to that player's turn, that player's team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player's team does so. If an effect causes a player to control another player's turn, the controller of that effect controls the affected player's team's turn. [CompRules 2006/10/01] + 606.6h - If an effect instructs more than one player to draw cards in a Two-Headed Giant game, first the primary player on the active team performs all of his or her draws, then the secondary player on that team performs all of his or her draws, then the nonactive team does the same. [CompRules 2006/10/01] + 606.7b - As the declare attackers step begins, the active team declares attackers. If a creature is unable to attack one of the defending players, that creature can't attack the defending team. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. [CompRules 2005/08/01] Example: One player in a Two-Headed Giant game controls Teferi's Moat, which says "As Teferi's Moat comes into play, choose a color. / Creatures of the chosen color without flying can't attack you." Creatures of the chosen color without flying can't attack that player's team. [CompRules 2006/10/01] + 606.7c - As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block any attacking creatures. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. [CompRules 2005/08/01] Example: If an attacking creature has forestwalk and either player on the defending team controls a Forest, the creature can't be blocked. [CompRules 2006/10/01] + 606.9 - Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team's shared life total. [CompRules 2006/10/01] Example: In a Two-Headed Giant game, a player plays Flame Rift, which reads, "Flame Rift deals 4 damage to each player." Each team is dealt a total of 8 damage. [CompRules 2005/08/01] 7 - Specialized Rules ------------------------------------------------------------------------------ No changes to this section. 8 - Tournament Rules ------------------------------------------------------------------------------ No changes to this section. 9 - Glossary ------------------------------------------------------------------------------ G1.7 - Active Player, Nonactive Player Rule + G1.7a - Whenever players are instructed to make choices at the same time, the active player makes all his or her choices first, then the nonactive players do so in turn order. This is called the "Active Player, Nonactive Player order" rule, or "APNAP" rule. This rule is modified for Two-Headed Giant play; see Rule 606.6d. [CompRules 2006/10/01] G1.8 - Active Team + G1.8a - In the Two-Headed Giant variant, the active team is the team whose turn it is. The active team gets priority at the start of each phase or step (except for the untap and cleanup steps), after any spell or ability (except a mana ability) resolves, and after combat damage resolves. See Rule 200.3 and Rule 606.6d. [CompRules 2006/10/01] G1.18 - Artifact Type + G1.18b - The list of artifact types, updated through the Time Spiral set is as follows: Equipment. [CompRules 2006/10/01] G2.13 - Bushido + G2.13a - Bushido is a triggered ability. "Bushido N" means "Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn." (See Rule 209, "Declare Blockers Step.") [CompRules 2006/10/01] G2.14 - Buyback + G2.14a - Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. "Buyback [cost]" means "You may pay an additional [cost] as you play this spell" and "If the buyback cost was paid, put this spell into its owner's hand instead of into that player's graveyard as it resolves." Paying a spell's buyback cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] G3.29 - Counter + G3.29d - If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. This is a state-based effect; see Rule 420.5n. [CompRules 2006/10/01] G3.32 - Creature Type + G3.32b - The list of creature types, updated through the Time Spiral set, is as follows: [CompRules 2006/10/01] 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, Cave-People, Centaur, Cephalid, Cheetah, Chicken, Child, Chimera, Citizen, Clamfolk, Cleric, Cobra, Cockatrice, Constable, Construct, Cow, Crab, Crocodile, Crusader, Cyclops, Dauthi, Demon, 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-Hajj%j, Enchantress, Entity, Erne, Essence, Exorcist, Expansion-Symbol, Eye, Faerie, Fallen, Farmer, Ferret, Fiend, Fish, Flagbearer, Fox, Frog, Frostbeast, Fungus, Fungusaur, Gaea's-Avenger, 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, Hydra, Hyena, Illusion, Imp, Incarnation, Infernal-Denizen, Inquisitor, Insect, Island-Fish, Jackal, Jellyfish, Juggernaut, Kavu, Keeper, Kelp, King, Kirin, Kithkin, Knight, Kobold, Kor, 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, Mob, Mold-Demon, Monger, Mongoose, Monk, Monster, Moonfolk, 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, Singing-Tree, Sister, Skeleton, Slith, Sliver, Slug, Smith, Snake, Soldier, Soltari, Sorceress, Spawn, Speaker, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Spuzzem, Spy, Squirrel, Stangg-Twin, Starfish, Strider, Survivor, Swarm, Tactician, Tarpan, Teddy, Tetravite, Thief, The-Biggest-Baddest-Nastiest-Scariest-Creature-You'll-Ever-See, Thopter, Thrull, Thundermare, Tiger, Titan, Toad, Tortoise, Townsfolk, Tracker, Treefolk, Triskelavite, Troll, Turtle, Twin, 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 2006/10/01] G4.17 - Draw + G4.17b - A player draws a card by putting the top card of his or her library into his or her hand. This is done as a game action during each player's draw step. It may also be done as part of a cost or effect of a spell or ability. If an effect moves cards from a player's library to that player's hand without using the word "draw," the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards or that replace card draws, as well as if the player's library is empty. See Rule 423, "Drawing a Card." [CompRules 2006/10/01] G5.1 - Echo + G5.1a - Echo is a triggered ability. "Echo [cost]" means "At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost." Urza block cards with the echo ability were printed without an echo cost; these cards have been given errata to have an echo cost equal to their mana cost. [CompRules 2006/10/01] + Note- Also see Rule 502.19, "Echo." G5.7 - Enchantment Type + G5.7b - The list of enchantment types, updated through the Time Spiral set, is as follows: Aura, Shrine. [CompRules 2006/10/01] G5.19 - Expansion Symbol + G5.19a - The small icon normally printed below the right edge of the illustration on a Magic card is the expansion symbol. It indicates the set in which the card was published. Cards reprinted in a core set or another expansion receive its expansion symbol. Spells and abilities that affect cards from a particular expansion only affect cards with that set's expansion symbol. The first five editions of the core set had no expansion symbol. See Rule 206, "Expansion Symbol. Visit the products section of www.magicthegathering.com for the full list of expansions and expansion symbols (www.wizards.com/default.asp?x=magic/products/cardsets). [CompRules 2006/10/01] G6.7 - Flash + G6.7a - Flash is a static ability that functions in any zone from which you could play the card it's on. "Flash" means "You may play this card any time you could play an instant." [CompRules 2006/10/01] + Note - Also see Rule 502.57, "Flash." G6.8 - Flashback + G6.8a - Flashback appears on some instants and sorceries. It represents two static abilities: one functions while the card is in a player's graveyard and the other functions while the card is on the stack. "Flashback [cost]" means "You may play this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, remove this card from the game instead of putting it anywhere else any time it would leave the stack." Playing a spell using its flashback ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] G6.10 - Flip a Coin + G6.10a - 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." 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 2006/10/01] G6.11 - Flip Cards + G6.11a - Flip cards 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 2006/10/01] G9.13 - Instant Type + G9.13b - The list of instant types, updated through the Time Spiral set, is as follows: Arcane. [CompRules 2006/10/01] G12.2 - Land Type + G12.2c - The list of land types, updated through the Time Spiral set, is as follows: Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, Urza's [CompRules 2006/10/01] G12.3 - Landcycling + G12.3b - Landcycling is an activated ability. "Plainscycling [cost]" means "[Cost], Discard this card: Search your library for a Plains card, reveal it, and put it into your hand. Then shuffle your library." [CompRules 2006/10/01] G12.17 - Lose the Game + G12.17a - There are several ways to lose the game. A player can concede the game at any time; a player who concedes loses the game immediately. If a player's life total is 0 or less, he or she loses the game the next time a player would receive priority (this is a state-based effect; see Rule 420). If a player attempts to draw a card from an empty library, he or she loses the game the next time a player would receive priority (this is a state-based effect; see Rule 420). If a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. (this is a state-based effect; see Rule 420). If a player would both win and lose simultaneously, he or she loses. In a multiplayer game between teams, a team loses the game if all players on that team have lost. [CompRules 2006/10/01] G13.1 - Madness + G13.1a - Madness is a keyword that represents two abilities. "Madness [cost]" means "If a player would discard this card, that player discards it, but may remove it from the game instead of putting it into his or her graveyard" and "When this card is removed from the game this way, its owner may play it by paying [cost] rather than paying its mana cost. If that player doesn't, he or she puts this card into his or her graveyard." [CompRules 2006/10/01] G13.10 - Mana Symbol + G13.10a - The mana symbols are {W}, {U}, {B}, {R}, {G}, {X}, {Y}, and {Z}; 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 2006/10/01] G13.17 - Morph + G13.17a - Morph is a static ability that functions any time you could play the card it's on, and the morph effect works any time the card is face down. "Morph [cost]" means "You may play this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost by paying {3} rather than its mana cost." Any time you could play an instant, you may show all players the morph cost for any face-down permanent you control, pay that cost, then turn the permanent face up. This action does not use the stack. [CompRules 2006/10/01] G13.22 - Mulligan + G13.22b - The Two-Headed Giant variant uses a modified mulligan rule; see Rule 606.6a. [CompRules 2006/10/01] G18.3 - Recover + G18.3a - 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 2006/10/01] + Note - Also see Rule 502.55, "Recover." G18.16 - Ripple + G18.16a - Ripple is a triggered ability that functions only 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 2006/10/01] + Note - Also see Rule 502.56, "Ripple." G19.16 - Sorcery Type + G19.16b - The list of sorcery types, updated through the Time Spiral set, is as follows: Arcane. [CompRules 2006/10/01] G19.20 - Special Action + G19.20a - Special actions don't use the stack. The special actions are playing a land, turning a face-down permanent face up, ending continuous effects or stopping delayed triggered abilities, ignoring continuous effects, and removing a card with suspend in your hand from the game. [CompRules 2006/10/01] G19.24 - Split Second + G19.24a - Split second is a static ability that functions only while the spell with split second is on the stack. "Split second" means "As long as this spell is on the stack, players can't play other spells or abilities that aren't mana abilities." [CompRules 2006/10/01] + Note - Also see Rule 502.58, "Split Second." G19.39 - Supertype + G19.39c - The list of supertypes, updates through the Time Spiral set, is as follows: basic, legendary, snow, and world. [CompRules 2006/10/01] G19.40 - Suspend + G19.40a - Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player's hand. The second and third are triggered abilities that function in the removed-from-the-game zone. "Suspend N-[cost]" means "If you could play this card from your hand, you may pay [cost] and remove it from the game with N time counters on it. This action doesn't use the stack," and "At the beginning of your upkeep, if this card is suspended, remove a time counter from it," and "When the last time counter is removed from this card, if it's removed from the game, play it without paying its mana cost if able. If you can't, it remains removed from the game. If you play a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes." Playing a spell as an effect of its suspend ability follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2006/10/01] + Note - Also see Rule 502.59, "Suspend." G19.41 - Suspended + G19.41a - A card is "suspended" if it's in the removed-from-the-game zone, has suspend, and has a time counter on it. [CompRules 2006/10/01] G20.9 - Threshold + G20.9a - Threshold used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata. Updated wordings are available in the Oracle card reference. [CompRules 2006/10/01] 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.