This search based on the March 17, 2008 release of the Rulings.
217 - Zones
- 217.1 - A zone is a place where objects can be during a game. There are
normally six zones: library, hand, graveyard, in play, stack, and removed
from the game. Some older cards also use the ante and phased-out zones.
Each player has his or her own library, hand, and graveyard. The other
zones are shared by all players. [CompRules 2003/07/01]
- 217.1a - If an object would go to any library, graveyard, or hand other than
its owner's, it goes to its owner's corresponding zone. If an instant or
sorcery card would come into play, it remains in its previous zone.
[CompRules 2008/02/01]
- 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 other objects
are attached to them must remain clear to all players.
[CompRules 2007/05/01]
- 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 four exceptions to this rule: (1) Effects from
spells, activated abilities, and triggered abilities that change the
characteristics of an artifact, creature, enchantment, or planeswalker
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, enchantment, or planeswalker spell on the stack will continue to
apply to damage from the permanent that spell becomes. (4) Permanents
that phase out or in "remember" their earlier states. See Rule 217.8c.
[CompRules 2008/02/01]
- 217.1d - If an object would move from one zone to another, first determine
what event is moving the object. Then apply any appropriate replacement
effects to that event. If an effect or rule tries to do two or more
contradictory or mutually exclusive things to a particular object, that
object's controller-or its owner if it has no controller-chooses what the
effect does to the object. Then the event moves the object.
[CompRules 2003/07/01]
- 217.1e - An object is outside the game if it's in the removed-from-the-game
zone, or if it isn't in any of the game's zones. All other objects are
inside the game. Outside the game is not a zone. [CompRules 2003/07/01]
- 217.1f - If an object in the removed-from-the-game zone is removed from the
game, it doesn't change zones, but it is treated as a new object that has
just been removed from the game. [CompRules 2007/02/01]
217.2 - Library
- 217.2a - When a game begins, each player's deck becomes his or her library.
[CompRules 2003/07/01]
- 217.2b - Each library must be kept in a single face-down pile. Players
can't look at or change the order of cards in a library.
[CompRules 2003/07/01]
- 217.2c - Any player may count the number of cards remaining in any player's
library at any time. [CompRules 2005/08/01]
- 217.2d - If an effect puts two or more cards on the top or bottom of a
library at the same time, the owner of those cards may arrange them in any
order. That library's owner doesn't reveal the order in which the cards
go into his or her library. [CompRules 2003/07/01]
- 217.2e - Some effects tell a player to play with the top card of his or her
library revealed. If the top card of the player's library changes while
a spell or ability is being played, the new top card won't be revealed
until the spell or ability becomes played (see Rule 409.1i).
[CompRules 2003/10/01]
- 217.2f - If a spell or ability causes a card to be drawn while another spell
or ability is being played, the drawn card is kept face down until that
spell or ability becomes played (see Rule 409.1i). [CompRules 2005/08/01]
- 217.2.Ruling.1 - If player puts two or more cards on the top or bottom of
another player's library (as with Misinformation), that player may
arrange them in any order (unless otherwise specified) and doesn't reveal
this order to the owner of the library. [D'Angelo 2003/09/08]
217.3 - Hand
- 217.3a - The hand is where a player holds cards that have been drawn but not
yet played. At the beginning of the game, each player draws a hand of
seven cards. (See Rule 101, "Starting the Game.") [CompRules 2003/07/01]
- 217.3b - Each player has a maximum hand size, which is normally seven cards.
A player may have any number of cards in his or her hand, but as part of
his or her cleanup step, the player must discard excess cards down to the
maximum hand size. [CompRules 2003/07/01]
- 217.3c - A player may arrange his or her hand in any convenient fashion and
look at it as much as he or she wishes. A player can't look at the cards
in another player's hand but may count those cards at any time.
[CompRules 2003/07/01]
217.4 - Graveyard
- 217.4a - A graveyard is a discard pile. Any object that's countered,
discarded, destroyed, or sacrificed is put on top of its owner's
graveyard, as is any instant or sorcery spell that's finished resolving.
Each player's graveyard starts out empty. [CompRules 2003/07/01]
- 217.4b - Each graveyard is kept in a single face-up pile. A player can
examine the cards in any graveyard at any time but can't change their
order. [CompRules 2003/07/01]
- 217.4c - If an effect or rule puts two or more cards into the same graveyard
at the same time, the owner of those cards may arrange them in any order.
[CompRules 2003/07/01]
217.5 - In Play
- 217.5a - Most of the area between the players represents the in-play zone.
The in-play zone starts out empty. Permanents a player controls are
normally kept in front of him or her in the in-play zone, though there are
some cases (such as an Aura attached to another player's permanent) when a
permanent one player controls is kept closer to a different player.
[CompRules 2007/07/13]
- 217.5b - A spell or ability affects and checks only the in-play zone unless
it specifically mentions a player or another zone. Permanents exist only
in the in-play zone. [CompRules 2003/07/01]
- 217.5c - Whenever a permanent enters the in-play zone, it's considered a
brand-new permanent and has no relationship to any previous permanent
represented by the same object. This is also true for any objects
entering any zone (see Rule 217.1c). [CompRules 2003/10/01]
- 217.5d - An object not in the in-play zone isn't "in play" and isn't
considered tapped or untapped. Objects that aren't either in play or on
the stack aren't controlled by any player. [CompRules 2005/08/01]
217.6 - Stack
- 217.6a - When a spell is played, the physical card is put on the stack.
When an ability is played, it goes on top of the stack without any card
associated with it (See Rule 409.1a). [CompRules 2007/10/01]
- 217.6b - The stack keeps track of the order that spells and/or abilities
were added to it. Each time an object is put on the stack, it's put on
top of all objects already there. (See Rule 408, "Timing of Spells and
Abilities.") [CompRules 2005/08/01]
- 217.6c - Each spell has all the characteristics of the card associated with
it. Each activated or triggered ability that's on the stack has the text
of the ability that created it and no other characteristics. The
controller of a spell is the person who played the spell. The controller
of an activated ability is the player who played the ability. The
controller of a triggered ability is the player who controlled the
ability's source when it triggered, unless it's a delayed triggered
ability. The controller of a delayed triggered ability is the player who
controlled the spell or ability that created it. [CompRules 2007/10/01]
- 217.6d - When all players pass in succession, the top (last-added) spell or
ability on the stack resolves. If the stack is empty when all players
pass, the current step or phase ends and the next begins.
[CompRules 2005/08/01]
- 217.6e - Combat damage also uses the stack, in the same way as other objects
that use the stack. [CompRules 2003/07/01]
217.7 - Removed from the Game
- 217.7a - Objects can be removed from the game. Some effects may provide
a way for a card to return to a zone and use the term "set aside." Cards
that are set aside this way are still removed from the game, even though
that removal may be temporary. Objects that aren't cards that would
return to a zone remain removed from the game instead.
[CompRules 2007/10/01]
- 217.7b - Cards in the removed-from-the-game zone are kept face up and may be
examined by any player at any time. Cards "removed from the game face
down" can't be examined by any player except when instructions allow
it. [CompRules 2005/08/01]
- 217.7c - Cards that might return to play should be kept in separate piles to
keep track of their respective ways of returning. [CompRules 2003/07/01]
- 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]
- 217.7e - If an object in the removed-from-the-game zone is removed from the
game, it doesn't change zones, but it is treated as a new object that has
just been removed from the game. [CompRules 2007/02/01]
217.8 - Phased Out
- 217.8a - Permanents that phase out are placed in the phased-out zone. (See
Rule 502.15, "Phasing.") [CompRules 2003/07/01]
- 217.8b - Face-up objects in the phased-out zone may be examined by any
player at any time. Face-down objects in the phased-out zone are covered
by the rules for face-down permanents. (See Rule 502.26, "Morph," and
Rule 504, "Face-Down Spells and Permanents.") [CompRules 2005/08/01]
- 217.8c - Phased-out objects are not in play, so they do not count as tapped
or untapped, nor are they controlled by anyone. However, an object in
this zone "remembers" the state of the permanent as it phased out and
returns to play in the same state as when it left. (See Rule 502.15,
"Phasing.") [CompRules 2006/05/01]
- 217.8d - Tokens in the phased-out zone cease to exist. This is a
state-based effect (see Rule 420, "State-Based Effects"). Any phased-out
Auras, Equipment, or Fortifications that were attached to those tokens
remain phased out for the rest of the game. [CompRules 2007/05/01]
217.9 - Ante
- 217.9a - Earlier versions of the Magic rules included an ante rule as a way
of playing "for keeps." Playing Magic games for ante is now considered an
optional variation on the game, and it's allowed only where it's not
forbidden by law or by other rules. Playing for ante is strictly
forbidden under the DCI Universal Tournament Rules (
www.wizards.com/default.asp?x=dci/doccenter/home). [CompRules 2005/10/01]
- 217.9b - When playing for ante, each player puts one random card from his or
her deck into the ante zone at the beginning of the game. Cards in the
ante zone may be examined by any player at any time. At the end of the
game, the winner becomes the owner of all the cards in the ante zone.
[CompRules 2005/08/01]
- 217.9c - A few cards have the text "Remove [this card] from your deck before
playing if you're not playing for ante." These are the only cards that
can add or remove cards from a player's ante zone or change a card's
owner. [CompRules 2003/10/01]
- 217.9d - To ante an object is to put that object into the ante zone from
whichever zone it's currently in. The owner of an object is the only
person who can ante that object. [CompRules 2003/07/01]
This search based on the March 17, 2008 release of the Rulings.
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