This search based on the March 17, 2008 release of the Rulings.
501 - Keyword Actions
- 501.1 - Most actions described in a card's rules text use the standard
English definitions of the verbs within, but some specialized verbs are
used whose meanings may not be clear. These "keywords" are game terms;
sometimes reminder text summarizes their meanings.
[CompRules 2007/05/01]
501.2 - Attach
- 501.2a - To attach an Aura, Equipment, or Fortification to an object means
to take it from where it currently is and put it onto that object. If
something is attached to a permanent in play, it's customary to place it
so that it's physically touching the permanent. An Aura, Equipment, or
Fortification can't be attached to an object it couldn't enchant, equip,
or fortify, respectively. [CompRules 2007/05/01]
- 501.2b - If an effect tries to attach an Aura, Equipment, or Fortification
to the object it's already attached to, the effect does nothing.
[CompRules 2007/05/01]
- 501.2c - Attaching an Aura, Equipment, or Fortification in play to a
different object causes the Aura, Equipment, or Fortification to receive a
new timestamp. [CompRules 2007/05/01]
- 501.2d - To "unattach" an Equipment from a creature means to move it away
from that creature so the Equipment is in play but is not equipping
anything. It should no longer be physically touching any creature. If an
Aura, Equipment, or Fortification that was attached to something ceases to
be attached to it, that counts as "becoming unattached."
[CompRules 2007/05/01]
501.3 - Counter
- 501.3a - To counter a spell or ability means to cancel it, removing it from
the stack. It doesn't resolve and none of its effects occur. A countered
spell is put into its owner's graveyard. See Rule 414, "Countering Spells
and Abilities." [CompRules 2007/05/01]
501.4 - Destroy
- 501.4a - To destroy a permanent, move it from the in-play zone to its
owner's graveyard. [CompRules 2007/05/01]
501.5 - Regenerate
- 501.5a - If the effect of a resolving spell or ability regenerates a
permanent, it creates a replacement effect that protects the permanent the
next time it would be destroyed this turn. In this
case, "Regenerate [permanent]" means "The next time [permanent] would be
destroyed this turn, instead remove all damage from it, tap it, and (if
it's in combat) remove it from combat." [CompRules 2007/05/01]
- 501.5b - If the effect of a static ability regenerates a permanent, it
replaces destruction with an alternate effect each time that permanent
would be destroyed. In this case, "Regenerate [permanent]" means "Instead
remove all damage from [permanent], tap it, and (if it's in combat) remove
it from combat." [CompRules 2007/05/01]
- 505.5.Ruling.1 - An effect which says something "can't be regenerated" means
that the Regenerate replacement effect won't be applied to that creature
even if one is active. If something "can't be regenerated", you can still
play spells and abilities that produce a Regenerate effect, but they just
won't do anything useful. [D'Angelo 2007/11/09]
501.6 - Sacrifice
- 501.6a - To sacrifice a permanent, its controller moves it from the in-play
zone directly to its owner's graveyard. A player can't sacrifice
something that isn't a permanent, or something that's a permanent he or
she doesn't control. Sacrificing a permanent doesn't destroy it, so
regeneration or other effects that replace destruction can't affect this
action. [CompRules 2007/05/01]
501.7 - Tap
- 501.7a - To tap a permanent, turn it sideways from an upright position.
[CompRules 2007/05/01]
- 501.7b - To untap a permanent, rotate it back to the upright position from a
sideways position. [CompRules 2007/05/01]
501.8 - Scry
- 501.8a - To "scry N" means to look at the top N cards of your library, put
any number of them on the bottom of your library in any order, and put the
rest on top of your library in any order. [CompRules 2007/05/01]
501.9 - Fateseal
- 501.9a - To "fateseal N" means to look at the top N cards of an opponent's
library, put any number of them on the bottom of that library in any
order, and put the rest on top of that library in any order.
[CompRules 2007/05/01]
501.10 - Clash
- 501.10a - To clash, a player reveals the top card of his or her library.
That player may then put that card on the bottom of his or her library.
[CompRules 2007/10/01]
- 501.10b - "Clash with an opponent" means "Choose an opponent. You and that
opponent each clash." [CompRules 2007/10/01]
- 501.10c - A player wins a clash if that player revealed a card with a higher
converted mana cost than all other cards revealed in that clash.
[CompRules 2007/10/01]
- 501.10.Ruling.1 - There are no ties or losses in a clash. You either win or
you don't. For example, if more than one player has the same mana cost
revealed, then you don't win. [Lorwyn FAQ 2007/09/25]
- 501.10.Ruling.2 - If one or more of the clashing players reveals a split
card, each of the split card's converted mana costs is considered
individually. In this way, it's possible for multiple players to win a
clash. For example, if Player A reveals a split card with converted mana
costs 1 and 3, and Player B reveals a card with converted mana cost 2,
they'll both win. (Player A's card has a higher converted mana cost than
Player B's card, since 3 is greater than 2. Player B's card has a higher
converted mana cost than Player A's card, since 2 is greater than 1.)
[Lorwyn FAQ 2007/09/25]
- 501.10.Ruling.3 - If a player has no cards in their library to reveal, then
they do not reveal a card. Since no card was revealed, the converted mana
cost is treated as zero. [D'Angelo 2008/02/10]
This search based on the March 17, 2008 release of the Rulings.
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