============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2003/12/18 ============================================================================== 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 EIGHTH EDITION. These rulings are updated monthly. The most recent version is available on the web (WWW) as the following: http://www.crystalkeep.com/magic/rules/index.html 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 2003/11/19 release. Thanx, Stephen. ---- Stephen D'Angelo | Official Rulings Summary NetRep dangelo@crystalkeep.com | Network Representative, Wizards of the Coast, Inc. ============================================================================== Table of Contents: ------------------------------------------------------------------------------ No changes to this section. 1 - The Game ------------------------------------------------------------------------------ 100 - General + 100.6 - A player can concede the game at any time. A player who concedes leaves the game immediately. He or she loses the game. [CompRules 2003/12/01] + Note - The rules in this section are metarules and cannot be overridden by a card in the game. [WotC Rules Team 2003/12/01] 101 - Starting the Game + Note - The rules in this section are metarules and cannot be overridden by a card in the game. [WotC Rules Team 2003/12/01] 102 - Winning and Losing + 102.7 - A player who concedes a game leaves the game immediately. He or she loses the game. [CompRules 2003/12/01] 103 - The Magic Golden Rules + 103.1 - Whenever a card's text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that the rules in Rule 100, "General," and Rule 101, "Starting the Game," can't be overridden by the cards. These rules apply at all times, regardless of what the cards say. [CompRules 2003/12/01] 104 - Numbers and Symbols + 104.2 - If a creature's power or toughness, a mana cost, a player's life total, or an amount of damage would be less than 0, it's treated as 0 for all purposes except changing that total. If anyting needs to use a number that can't be determined, it uses 0 instead. [CompRules 2003/12/01] Example: If a 3/3 creature gets -5/-0, it deals 0 damage in combat. But to raise its power back to 1, you'd have to give it +3/+0 (3 minus 5 plus 3 is 1). [CompRules 2003/12/01] Example: If you control no permanents, the "highest converted mana cost among permanents you control" can't be determined, so 0 is used instead. [CompRules 2003/12/01] 2 - Parts of the Game ------------------------------------------------------------------------------ 212 - Type, Supertype, and Subtype + 212.1e - If an instruction requires choosing a subtype, you must choose one, and only one, existing subtype, and the subtype you choose must be for the appropriate type. For example, you can't choose a land type if an instruction requires choosing a creature type. (Use the Oracle card reference to determine whether a creature type exists; see Rule 200.2. You will also find a complete list of creature types in the "Creature Types" entry in the glossary at the end of this document.) [CompRules 2003/12/01] Example: When choosing a creature type, "Merfolk" or "Wizard" is acceptable, but "Merfolk Wizard" is not. Words like "artifact," "opponent," "Swamp," or "truck" can't be chosen because they aren't creature types. [CompRules 2003/10/01] 3 - Turn Structure ------------------------------------------------------------------------------ No changes to this section. 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 406 - Mana Abilities + 406.6 - If a mana ability would produce one or more mana of an undefined type, it produces no mana instead. [CompRules 2003/12/01] Example: If you control no lands, an ability that reads "{Tap}: Add to your mana pool one mana of any type that a land you control could produce" will not produce any mana. [CompRules 2003/12/01] + 406.Ruling.1 - If a mana ability can't produce any mana, it's still legal to play the ability, but no mana will be produced on resolution. [WotC Rules Team 2003/12/01] 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 preventing delayed triggered abilities (see Rule 408.2i), and suspending or ignoring continuous effects (see Rule 408.2j). [CompRules 2003/12/01] 408.2 - Actions That Don't Use the Stack + 408.2h - The controller of a face-down permanent may turn it face up. This is a special action. (See Rule 504, "Face-Down Spells and Permanents.") A player can turn a face-down permanent face up only when he or she has priority. That player gets priority after this special action. [CompRules 2003/12/01] + 408.2i - Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability. This is a special action. A player can end a continuous effect or stop a delayed triggered ability only if the effect or ability allows it and only when he or she has priority. The player who took the action gets priority after this special action. [CompRules 2003/12/01] + 408.2j - Some effects from static abilities allow a player to take an action to ignore or suspend the effect from that ability for a duration. This is a special action. A player can take an action to ignore or suspend an effect only when he or she has priority. The player who took the action gets priority after this special action. [CompRules 2003/12/01] + 408.2.Ruling.1 - The only things that do use the stack are spells, nonmana activated abilities, nonmana triggered abilities, and combat damage. [DeLaney 2003/12/14] 409 - Playing Spells and Activated Abilities + 409.1e - If the spell or ability affects several targets in different ways, the player announces how it will affect each target. If the spell or ability requires the player to divide an effect (such as damage or counters) among one or more targets, or any number of untargeted objects or players, the player announces the division. Each of these targets, objects, or players must receive at least one of whatever is being divided. [CompRules 2003/12/01] + 409.1g - The player then has a chance to play mana abilities (see Rule 411, "Playing Mana Abilities"). Mana abilities must be played before costs are paid. [CompRules 2003/12/01] + 409.1h - Once the player has finished playing mana abilities, he or she pays the total cost in any order. Partial payments are not allowed. [CompRules 2003/12/01] Example: You play Death Bomb, which costs {3}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to play. Because a spell's total cost is "locked in" before payments are actually made, you pay {2}{B}, not {3}{B}, even though you're sacrificing the Familiar. [CompRules 2003/07/01] + 409.Ruling.1 - As a note on Rule 409.1e, dividing an effect can be communicated using a bunch of possible words, including "divide" and "distribute". This is not locked to the word "divide". [DeLaney 2003/12/14] 418.5 - Interaction of Continuous Effects + 418.5a - The values of an object's characteristics are determined by starting with the actual object, then applying continuous effects in a series of layers in the following order: (1) copy effects (see Rule 503, "Copying Object"), (2) control-changing effects, (3) text-changing effects, (4) type-, subtype-, and supertype-changing effects, (5) all other continuous effects, except those that change power or toughness, and (6) power- or toughness-changing effects. Inside each layer, apply effects from characteristic-setting abilities first, then effects from all other abilities. For power- or toughness-changing effects, apply changes from counters after changes from characteristic setting abilities. See also the rules for timestamp order and dependency (Rule 418.5b through Rule 418.5g). [CompRules 2003/10/01] Example: Crusade is an enchantment that reads "White creatures get +1/+1." Crusade and a 2/2 black creature are in play. If an effect then turns the creature white, it gets +1/+1 from Crusade, becoming 3/3. If the creature's color is later changed to red, Crusade's effect stops applying to it, and it will return to being a 2/2. [CompRules 2003/12/01] + 418.5b - If an effect other than a type-, subtype-, and supertype-changing effect should be applied in different layers, the parts of the effect each apply in their appropriate layers. If a type-, subtype-, and supertype-changing effect should be applied in different layers, all are applied only in layer four (type-, subtype- and supertype changing effects). [CompRules 2003/12/01] Example: A player plays an ability that reads "{2}: Until end of turn, Chimeric Sphere becomes a 3/2 artifact creature," which is a both a type-changing effect and a power- and toughness-changing effect. Since it's a type-changing effect, the entire effect is applied when type-changing effects are applied, in layer four, even though power- and toughness-changing effects are normally applied in layer six. Later in the turn, Chimeric Sphere is affected by an ability that reads "Target creature becomes 0/2 until end of turn," which is applied only in layer six since it's solely a power- and toughness- changing effect. At this point, playing Chimeric Sphere's (layer 4) ability again won't do anything, as the layer-six effect will always be applied after it. The artifact creature remains 0/2. [CompRules 2003/12/01] Example: An effect that reads "Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn" is both a power- and toughness changing effect and an "other" kind of effect. The "becomes the color of your choice" part is applied in layer five, and then the "gets +1/+1" part is applied in layer six. [CompRules 2003/12/01] Example: Grab the Reins has an effect that reads "Until end of turn, you gain control of target creature and it gains haste." This is both a control-changing effect and an "other" effect. The "you gain control" part is applied in layer two, and then the "it gains haste" part is applied in layer five. [CompRules 2003/12/01] + 418.5c - An effect is said to "depend on" another if (a) it is applied in the same layer as the other effect (see rule 418.5a) and (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to. Otherwise, the effect is considered to be independent of the other effect. [CompRules 2003/12/01] + 418.5h - One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does. [CompRules 2003/12/01] Example: Two enchantments are played on the same creature: "Enchanted creature gains flying" and "Enchanted creature loses flying." Neither of these depends on the other, since nothing changes what they affect or what they're doing to it. Applying them in timestamp order means the one that was generated last "wins." It's irrelevant whether an effect is temporary (such as "Target creature loses flying until end of turn") or global (such as "All creatures lose flying"). [CompRules 2003/07/01] Example: One effect reads, "White creatures get +1/+1," and another "Enchanted creature is white." The enchanted creature gets +1/+1 from the first effect, regardless of its previous color. [CompRules 2003/12/01] 420 - State-Based Effects + 420.5g - A player who was required to draw more cards than were in his or her library since the last time state-based effects were checked loses the game. [CompRules 2003/12/01] + 420.5j - A copy of a spell in a zone other than the stack ceases to exist. A copy of a card in any zone other than the stack or the in-play zone ceases to exist. [CompRules 2003/12/01] 5 - Additional Rules ------------------------------------------------------------------------------ 500 - Legal Attacks and Blocks + 500.Ruling.1 - As a side-effect of these rules, if one creature has two copies of Lure on it and another creature has one copy of Lure on it, then blockers must block the one with two Lures if possible, because that blocking assignment satisfies two requirements instead of just one. [Barclary 2003/12/11] 502.23 - Threshold + 502.23c - An instant or sorcery with threshold has the threshold text only while the spell is on the stack. An artifact, creature, enchantment, or land with threshold has the threshold text only if the permanent is in play. [CompRules 2003/12/01] 502.26 - Morph + 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 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 2003/12/01] + 502.26.Ruling.7 - If Humility is in play, it is not possible to turn the face-down card face up using the morph ability. Humility removes the morph cost when it removes the Morph ability. [WotC Rules Team 2003/12/01] 502.30 - Storm + 502.30a - Storm is a triggered ability that functions while the spell is on the stack. "Storm" means "When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any number of the copies." [CompRules 2003/12/01] 502.31 - Affinity + 502.31a - Affinity is a static ability that functions while the spell is on the stack. "Affinity for [text]" means "This spell costs you {1} less to play for each [text] you control." [CompRules 2003/12/01] 502.32 - Entwine + 502.32a - Entwine is a static ability that functions while the spell is on the stack. The phrase "Entwine [cost]" means "You may choose to use all modes of this spell instead of just one. If you do, you pay an additional [cost]." Using the entwine ability follows the rules for choosing modes and paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2003/10/01] 502.34 - Imprint + 502.34a - Imprint is an activated or triggered ability, written "Imprint - [text]," where "[text]" is a triggered or activated ability. Cards that are in the removed-from-game zone because they were removed from the game by an imprint ability are imprinted on the source of that ability. [CompRules 2003/12/01] + 502.34.Ruling.2 - If no card is imprinted or if the only imprinted cards are not of the correct type, then an ability that uses imprint information will have no effect. [WotC Rules Team 2003/12/01] + 502.34.Ruling.3 - If a permanent that has something imprinted is copied, the copy does not have that same card imprinted. [WotC Rules Team 2003/12/01] + 502.34.Ruling.4 - If a permanent gains an ability that refers to an imprinted [type] card, it refers to any cards of that type that are currently imprinted. It does not mean that you get to imprint something new at that time. [WotC Rules Team 2003/12/01] 7 - Specialized Rules ------------------------------------------------------------------------------ No changes to this section. 8 - Tournament Rules ------------------------------------------------------------------------------ 801 - Classic (Type 1) Tournament Format + Note - This restricted list has been updated to match the 2004/01/01 date. Until then, Burning Wish, Chrome Mox, and Lion's Eye Diamond are not restricted. + 801.5 - Some cards are 'restricted' (see Rule 800.3). These cards are: [Update 2003/12/01] Ancestral Recall, Frantic Search, Mystical Tutor, Balance, Grim Monolith, Necropotence, Black Lotus, Gush, Regrowth, Black Vise, Library of Alexandria, Sol Ring, Braingeyser, Lion's Eye Diamond, Strip Mine, Burning Wish, Lotus Petal, Stroke of Genius, Channel, Mana Crypt, Time Spiral, Chrome Mox, Mana Vault, Timetwister, Crop Rotation, Memory Jar, Time Walk, Demonic Consultation,Mind Over Matter, Tinker, Demonic Tutor, Mind's Desire, Tolarian Academy, Doomsday, Mind Twist, Vampiric Tutor, Dream Halls, Mox Diamond, Voltaic Key, Earthcraft, Mox Emerald, Wheel of Fortune, Enlightened Tutor, Mox Jet, Windfall, Entomb, Mox Pearl, Yawgmoth's Bargain, Fact or Fiction, Mox Ruby, Yawgmoth's Will, Fastbond, Mox Sapphire, Fork. 802 - Classic-Restricted (Type 1.5) Tournament Format + Note - This banned list has been updated to match the 2004/01/01 date. Until then, Burning Wish, Chrome Mox, and Lion's Eye Diamond are not banned. + 802.6 - Some cards are 'banned' (see Rule 800.4) in this format. These cards are: [Update 2003/12/01] Amulet of Quoz, Falling Star, Mystical Tutor, Ancestral Recall, Fastbond, Necropotence, Balance, Fork, Rebirth, Black Lotus, Frantic Search, Regrowth, Black Vise, Grim Monolith, Sol Ring, Braingeyser, Gush, Strip Mine, , Bronze Tablet, Jeweled Bird, Stroke of Genius, Burning Wish, Library of Alexandria, Tempest Efreet, Channel, Lion's Eye Diamond, Time Spiral, Chaos Orb, Lotus Petal, Timetwister, Chrome Mox, Mana Crypt, Time Walk, Contract from Below, Mana Vault, Timmerian Fiends, Crop Rotation, Memory Jar, Tinker, Darkpact, Mind Over Matter, Tolarian Academy, Demonic Attorney, Mind's Desire, Vampiric Tutor, Demonic Consultation,Mind Twist, Voltaic Key, Demonic Tutor, Mox Diamond, Wheel of Fortune, Doomsday, Mox Emerald, Windfall, Dream Halls, Mox Jet, Yawgmoth's Bargain, Earthcraft, Mox Pearl, Yawgmoth's Will, Enlightened Tutor, Mox Ruby, Entomb, Mox Sapphire, Fact or Fiction. 803 - Extended Tournament Format + Note - This banned list has been updated to match the 2004/01/01 date. Until then, Ancient Tomb, Goblin Recruiter, Grim Monolith, Hermit Druid, Oath of Druids, and Tinker are not banned. + 803.7 - Some cards are 'banned' (see Rule 800.4) in this format even though they are from legal expansions. These cards are: [Update 2003/12/01] Ancient Tomb, Grim Monolith, Survival of the Fittest, Dark Ritual, Hermit Druid, Time Spiral, Dream Halls, Lotus Petal, Tinker, Earthcraft, Mana Vault, Tolarian Academy, Entomb, Memory Jar, Windfall, Frantic Search, Mind Over Matter, Yawgmoth's Bargain, Goblin Lackey, Oath of Druids, Yawgmoth's Will, Goblin Recruiter, Replenish. 9 - Glossary ------------------------------------------------------------------------------ G1.7 - Affinity + G1.7a - Affinity is a static ability that functions while the spell is on the stack. "Affinity [text]" means "This spell costs you {1} less to play for each [text] you control." The affinity ability only reduces generic mana costs. It doesn't reduce how much colored mana you have to pay for a spell. It can't reduce the cost to play a spell to less than 0. [CompRules 2003/12/01] G3.23 - Control, Controller + G3.23c - Objects in zones other than in play or the stack have no controller. If anything asks for the controller of an object that doesn't have a controller, use its owner instead. [CompRules 2003/12/01] G3.32 - Creature Type + G3.32a - Creature subtypes are always a single word and are listed after a long dash: "Creature - Minotaur," "Artifact Creature - Golem Legend," etc. Creature subtypes are also called creature types. Creatures may have multiple subtypes. [CompRules 2003/12/01] + G3.32b - The list of creature types, updated through the Mirrodin set, is as follows: [CompRules 2003/12/01] Abomination, Aboroth, Advisor, Aladdin, Albatross, Alchemist, Ali-Baba, Ali-from-Cairo, Alligator, Ambush-Party, Ancestor, Angel, Ant, Antelope, Ape, Archaeologist, Archer, Asp, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Avenger, Avizoa, Badger, Ball-Lightning, Bandit, Banshee, Barbarian, Barishi, Basilisk, Bat, Bear, Beast, Bee, Beeble, Behemoth, Being, Berserker, Bird, Boar, Bodyguard, Brother, Brownie, Brushwagg, Bull, Bureaucrat, Butterfly, Camarid, Camel, Caravan, Caribou, Carnivore, Carriage, Carrier, Cat, Cavalry, Cave-People, Centaur, Cephalid, Cheetah, Chicken, Chimera, Citizen, Clamfolk, Cleric, Clone, Cobra, Cockatrice, Constable, Cow, Crab, Crocodile, Crusader, Dandan, Demon, Dervish, Deserter, Devil, Devouring-Deep, Dinosaur, Djinn, Dog, Doppelganger, Dragon, Dragonfly, Drake, Drill-Sergeant, Drone, Druid, Dryad, Dwarf, Eater, Eel, Effigy, Efreet, Egg, Elder, Elemental, Elephant, Elf, El-Hajjaj, Enchantress, Entity, Erne, Essence, Exorcist, Faerie, Fallen, Farmer, Ferret, Fiend, Fish, Flagbearer, Flying-Men, Force, Fox, Frog, Frostbeast, Fungus, Fungusaur, Gaea's-Avenger, Gaea's-Liege, Gargoyle, Gatekeeper, General, Ghost, Ghoul, Giant, Gnome, Goat, Goblin, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guardian, Gus, Gypsy, Hag, Harlequin, Hell's-Caretaker, 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, Kavu, Keeper, Kelp, King, Kithkin, Knight, Kobold, Kraken, Lady-of-Proper-Etiquette, Leech, Legend, Legionnaire, Lemure, Leper, Leviathan, Lhurgoyf, Lichenthrope, Licid, Lion, Lizard, Lord, Lurker, Lycanthrope, Mage, Maggot, Maiden, Mammoth, Manticore, Mantis, Marid, Martyr, Master, Medusa, Meerkat, Mercenary, Merchant, Merfolk, Mindsucker, Minion, Minor, Minotaur, Miracle-Worker, Mist, Mistfolk, Mob, Mold- Demon, Monger, Mongoose, Monkey, Monster, Mosquito, Mummy, Murk-Dwellers, Mutant, Mystic, Myr, Nameless-Race, Narwhal, Necrosavant, Nekrataal, Niall-Silvain, Nightmare, Nightstalker, Noble, Nomad, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Paladin, Peacekeeper, Pegasus, Pentavite, People-of-the-Woods, Pest, Phantasm, Phelddagrif, Phoenix, Pig, Pikemen, Pirate, Pixie-Queen, Plant, Poison-Snake, Poltergeist, Pony, Preacher, Priest, Prism, Pyknite, Rabbit, Raider, Ranger, Rat, Rebel, Reflection, Rhino, Robber, Roc, Rock-Sled, Rogue, Rukh, Sage, Salamander, 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, Stone, Strider, Survivor, Swarm, Tactician, Tarpan, Taskmaster, Tetravite, Thief, The-Biggest-Baddest-Nastiest-Scariest-Creature-You'll-Ever-See, Thopter, Thrull, Thundermare, Tiger, Titan, Toad, Tombspawn, Tortoise, Townsfolk, Tracker, Treefolk, Troll, Turtle, Uncle-Istvan, Undead, Unicorn, Vampire, Vedalken, Viashino, Villain, Viper, Volver, Vulture, Walking-Dead, Wall, War-Rider, Warrior, Warthog, Wasp, Wave, Whale, Whippoorwill, Wight, Wiitigo, Wildebeest, Will-o'-the-Wisp, Witch, Wizard, Wolf, Wolverine, Wolverine-Pack, Wolves-of-the-Hunt, Wombat, Wood, Worm, Wraith, Wretched, Wurm, Yeti, Zombie G4.5 - Declare Attackers Step + G4.5a - The declare attackers step is the second step of the combat phase. The active player declares attackers during this step. Then the active player gets priority and players may play spells and abilities. [CompRules 2003/12/01] G4.7 - Declare Blockers Step + G4.7a - The declare blockers step is the third step of the combat phase. The defending player declares blockers during this step. Then the active player gets priority and players may play spells and abilities. [CompRules 2003/12/01] G4.13 - Divide + G4.13a - If a spell or ability requires a player to divide something as he or she chooses (such as damage or counters) among one or more targets, or any number of untargeted objects or players, each of these targets, objects, or players must receive at least one of whatever is being divided. This doesn't apply to dividing combat damage. See Rule 409.1e and Rule 310.2. [CompRules 2003/12/01] + G4.13.Ruling.1 - Dividing an effect can be communicated using a bunch of possible words, including "divide" and "distribute". This is not locked to the word "divide". [DeLaney 2003/12/14] G4.16 - Draw Step + G4.16a - The draw step is the third step of the beginning phase. As the draw step begins, the active player draws a card (this game action does not use the stack). Then the active player gets priority and players may play spells and abilities. [CompRules 2003/12/01] G5.4 - Enchant Artifact Creature + G5.4a - An enchant artifact creature is a local enchantment. It can enchant only a permanent that's both an artifact and a creature. It is treated as an enchant artifact creature, an enchant artifact, and an enchant creature. [CompRules 2003/12/01] G5.15 - Entwine + G5.15a - Entwine is a static ability that functions while the spell is on the stack. The phrase "Entwine [cost]" means "You may choose to use all modes of this spell instead of just one. If you do, you pay an additional [cost]." When the spell resolves, if the entwine cost was paid, follow the text of each of the modes in the order they're written on the card. [CompRules 2003/12/01] G12.6 - Layer + G12.6a - Continuous effects are applied in order, in six layers: (1) copy effects (see Rule 503, "Copying Objects"), (2) control-changing effects, (3) text-changing effects, (4) type-, subtype-, and supertype-changing effects, (5) all other continuous effects, except those that change power or toughness, and (6) power- or toughness- changing effects. See Rule 418.5, "Interaction of Continuous Effects." [CompRules 2003/12/01] G13.8 - Mana Pool + G13.8a - When an effect creates mana, that mana goes into the player's mana pool. From there, it can be used to pay for spells and abilities. The mana can be used immediately to pay a cost, or stored in the mana pool for use later in the phase. The mana pool is cleared at the end of each phase. See also Mana Burn. [CompRules 2003/12/01] G14.3 - Number + G14.3b - If a creature's power or toughness, a mana cost, a player's life total, or an amount of damage is less than zero, it's treated as zero for all purposes except adding to or subtracting from that total. If anything needs to use a number that can't be determined, it uses 0 instead. [CompRules 2003/12/01] Example: If a 3/3 creature gets -5/-0, it deals 0 damage in combat. But to raise its power back to 1, you'd have to give it +3/+0 (3 minus 5 plus 3 is 1). [CompRules 2003/12/01] G15.1 - Object + G15.1a - An "object" is a card, a token, a spell, a permanent, an ability on the stack, or combat damage on the stack. The term "object" is used in these rules when a rule applies to cards, tokens, spells, permanents, abilities on the stack, and combat damage on the stack. See Rule 200.8. [CompRules 2003/12/01] G16.3 - Pay + G16.3b - Paying mana is done by removing the indicated amount of mana from the player's mana pool. Any time a player is asked to pay mana, mana abilities may be played. Mana abilities must be played before the costs are paid. Paying life subtracts the indicated amount of life from the player's life total. A player can't pay more mana than the amount of mana in his or her mana pool or more life than his or her life total. Zero life or zero mana can always be paid, even if the player has less than zero life. [CompRules 2003/12/01] G16.5 - Permanently (Obsolete) + G16.5a - Certain older cards were printed with the term "permanently" to indicate effects with no expiration. In general, cards that were printed with the term "permanently" now instead use reminder text to indicate that the effect lasts past the end of the turn. [CompRules 2003/12/01] Example: An ability that originally read "Gain control of target creature permanently" would now read as follows: "Gain control of target creature. (This effect doesn't end at end of turn.)" This effect grants control of the permanent until something else changes the controller or it leaves play. It doesn't make the permanent immune to other control effects. [CompRules 2003/12/01] G16.6 - Phase + G16.6a - Each turn is divided into five phases: beginning, precombat main, combat, postcombat main, and end. See Section 3, "Turn Structure." [CompRules 2003/12/01] G18.14 - Rules Text + G18.14a - An object's rules text defines many of that object's properties. Changing an object's rules text changes the object's properties. [CompRules 2003/12/01] G19.3 - Search + G19.3a - If you're required to search a zone not revealed to all players for cards matching some criteria, you aren't required to find those cards even if they're present; however, if you do choose to find cards, you must reveal those cards to all players. Even if you don't find any cards, you are still considered to have searched the zone. [CompRules 2003/12/01] G19.14 - Special Action + G19.14a - 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 preventing delayed triggered abilities, and ignoring or suspending certain continuous effects. See Rule 408.1i and Rule 408.2, "Actions That Don't Use the Stack." [CompRules 2003/12/01] G19.22 - Storm + G19.22a - Storm is a triggered ability that functions while the spell is on the stack. "Storm" means "When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any number of the copies." [CompRules 2003/07/01] G24.1 - X + G24.1a - If a cost has an "X" in it, the value of X must be announced as part of playing the spell or ability. (See Rule 409, "Playing Spells and Activated Abilities.") While the spell or ability is on the stack, the {X} in its mana cost equals the amount announced as part of playing the spell or ability. If a card in any other zone has {X} in its mana cost, the amount is treated as 0. If you're playing a spell that has X in its mana cost, and an effect lets you play it without paying any cost, that includes X, the only legal choice for X is 0. See Rule 409, "Playing Spells and Activated Abilities." [CompRules 2003/12/01] 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 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.