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  | This search based on the March 17, 2008 release of the Rulings. 
502 - Keyword Abilities 
502.2 - First Strike  502.1 - Most abilities describe exactly what they do in the card's rules
    text.  Some, though, are very common or would require too much space to
    define on the card.  In these cases, the object lists only the name of the
    ability as a "keyword"; sometimes reminder text summarizes the game rule.
    [CompRules 2003/07/01]
 
502.3 - Flanking  502.2a - First strike is a static ability that modifies the rules for the
    combat damage step.  (See Rule 310, "Combat Damage Step.") 
    [CompRules 2003/07/01]
  502.2b - At the start of the combat damage step, if at least one attacking
    or blocking creature has first strike or double strike (see Rule 502.28),
    creatures without first strike or double strike don't assign combat
    damage.  Instead of proceeding to end of combat, the phase gets a second
    combat damage step to handle the remaining creatures.  In the second
    combat damage step, surviving attackers and blockers that didn't assign
    combat damage in the first step, plus any creatures with double strike,
    assign their combat damage. [CompRules 2003/07/01]
  502.2c - Adding or removing first strike any time after combat damage has
    been put on the stack in the first combat damage step won't prevent a
    creature from dealing combat damage or allow it to deal combat damage
    twice. [CompRules 2007/05/01]
  502.2d - Multiple instances of first strike on the same creature are
    redundant. [CompRules 2003/07/01]
  Note - Also see Rule G6.5, "First Strike".
 
502.4 - Flying  502.3a - Flanking is a triggered ability that triggers during the declare
    blockers step.  (See Rule 309, "Declare Blockers Step.")  "Flanking" means
    "Whenever this creature becomes blocked by a creature without flanking,
    the blocking creature gets -1/-1 until end of turn." 
    [CompRules 2003/07/01]
  502.3b - If a creature has multiple instances of flanking, each triggers
    separately. [CompRules 2003/07/01]
  502.3.Ruling.1 - This may kill the blocker prior to damage being assigned in
    combat, but the attacker is still blocked. [D'Angelo 1998/02/03]
  502.3.Ruling.2 - Flanking applies to blockers which are not assigned to the
    Flanking creature directly.  For example, creatures that become blockers
    due to blocking a member of a band which includes the Flanking creature
    are subject to the Flanking -1/-1 ability. [D'Angelo 1999/05/01]
  502.3.Ruling.3 - Gaining Flanking after blockers are declared will have no 
    effect on the blockers because the time for Flanking to trigger has 
    already passed.  [D'Angelo 1999/05/01]
  502.3.Ruling.4 - If an attacking creature has multiple instances of the 
    Flanking ability, even one instance of Flanking on the blocking creature
    will negate the effect. [D'Angelo 1998/06/15]
  Note - Also see Rule G6.7, "Flanking".
 
502.5 - Haste  502.4a - Flying is an evasion ability. [CompRules 2003/07/01]
  502.4b - A creature with flying can't be blocked except by creatures with
    flying and/or reach.  A creature with flying can block a creature with or
    without flying.  (See Rule 309, "Declare Blockers Step," and
    Rule 502.70, "Reach.") [CompRules 2007/10/01]
  502.4c - Multiple instances of flying on the same creature are redundant.
    [CompRules 2003/07/01]
  Note - Also see Rule G6.14 "Flying".
 
502.6 - Landwalk  502.5a - Haste is a static ability. [CompRules 2003/07/01]
  502.5b - A creature with haste can attack or use activated abilities whose
    cost includes the tap symbol even if it hasn't been controlled by its
    controller continuously since the start of his or her most recent
    turn.  (See Rule 212.3f.) [CompRules 2007/10/01]
  502.5c - Multiple instances of haste on the same creature are redundant.
    [CompRules 2003/07/01]
  502.5.Ruling.1 - Haste removes the normal "cannot attack" restriction due
    to not being controlled at the start of a player's turn.  It does not
    remove any other combat restrictions.  For example, it will not make a 
    Wall able to attack, give you a second attack in a turn, or allow you to
    attack using a Raging Goblin if the defending player has
    Island Sanctuary activated. [D'Angelo 2000/11/17]
  Note - Also see Rule G8.2, "Haste".
 
502.7 - Protection  502.6a - Landwalk and snow landwalk are generic terms; a card's rules text
    will give a specific subtype or supertype (such as in "islandwalk," "snow
    swampwalk," or "legendary landwalk"). [CompRules 2006/07/15]
  502.6b - Landwalk and snow landwalk are evasion abilities.  A creature with
    landwalk is unblockable as long as the defending player controls at least
    one land with the specified subtype and/or supertype.  (See 
    Rule 309, "Declare Blockers Step.") [CompRules 2006/07/15]
  502.6c - Snow landwalk is a special kind of landwalk.  A creature with snow
    landwalk is unblockable as long as the defending player controls at least
    one snow land with the specified subtype.  If a player is allowed to
    choose any landwalk ability, that player may choose a snow landwalk
    ability.  If an effect causes a permanent to lose all landwalk abilities,
    snow landwalk abilities are removed as well. [CompRules 2007/10/01]
  502.6d - Landwalk or snow landwalk abilities don't "cancel" one another.
    [CompRules 2006/07/15]
    Example: If a player controls a snow Forest, that player can't block an
    attacking creature with snow forestwalk even if he or she also controls a
    creature with snow forestwalk. [CompRules 2006/07/15]
  502.6e - Multiple instances of the same kind of landwalk or snow landwalk on
    the same creature are redundant. [CompRules 2007/10/01]
  Note - Also see Rule G12.3, "Landwalk".
 
502.8 - Shadow  502.7a - Protection is a static ability, written "Protection 
    from [quality]."  This quality is usually a color (as in "protection from
    black") but can be any characteristic value.  If the quality is a card
    type, subtype, or supertype, the protection applies to sources that are
    permanents with that card type, subtype, or supertype and to any sources
    not in play that are of that card type, subtype, or supertype.  This is an
    exception to Rule 200.9. [CompRules 2007/10/01]
  502.7b - A permanent or player with protection can't be targeted by spells
    with the stated quality and can't be targeted by abilities from a source
    with the stated quality. [CompRules 2007/05/01]
  502.7c - A permanent or player with protection can't be enchanted by Auras
    that have the stated quality.  Such Auras attached to the permanent with
    protection will be put into their owners' graveyards as a state-based
    effect.  (See Rule 420, "State-Based Effects.") [CompRules 2007/05/01]
  502.7d - A permanent with protection can't be equipped by Equipment that
    have the stated quality or fortified by Fortifications that have the
    stated quality.  Such Equipment or Fortifications become unattached from
    that permanent, but remain in play. (See Rule 420, "State-Based Effects.")
    [CompRules 2007/05/01]
  502.7e - Any damage that would be dealt by sources that have the stated
    quality to a permanent or player that has protection is prevented.
    [CompRules 2007/05/01]
  502.7f - Attacking creatures with protection can't be blocked by creatures
    that have the stated quality. [CompRules 2007/10/01]
  502.7g - Multiple instances of protection from the same quality on the same
    permanent or player are redundant. [CompRules 2007/05/01]
  502.7.Ruling.1 - The Protection ability does not grant immunity to effects.
    Only the specific list in Rule 502.7b is granted.  So, untargeted spells
    and abilities can affect the creature.  For example, Wrath of God can
    affect a creature with Protection from White because Wrath of God is not
    targeted.  And creatures with Protection from Red are still affected by
    the untargeted static ability of Orcish Oriflamme.  
    [D'Angelo 1999/05/01]
  502.7.Ruling.2 - Untargeted spells and abilities which do damage will assign
    damage to the creature, but that damage will be prevented by the
    Protection ability so the damage is never actually dealt. For example, 
    Pestilence cannot damage a White Knight.  The ability is untargeted,
    but the damage is prevented.  [D'Angelo 1999/05/01]
  502.7.Ruling.3 - Not being enchantable by enchantments of the given quality
    means that the appropriate local enchantment (Enchant Creature) cards are
    put into the graveyard if they are ever on the creature.  So giving a card
    protection will put any existing local enchantments of that color into the
    graveyard.  This is a state-based effect. [D'Angelo 2001/07/23]
  502.7.Ruling.4 - Protection does not protect any enchantments on the 
    creature from being targeted. [D'Angelo 1998/02/03]
  502.7.Ruling.5 - Protection only works while the card is in play, so it does
    not prevent the spell from being targeted in the graveyard or on the
    spell stack.  This means a Counterspell can target a spell that would
    create a creature with Protection from Blue, and that Raise Dead can
    target a creature in the graveyard with Protection from Black.
    [D'Angelo 1999/11/23]
  502.7.Ruling.6 - Protection from Instants and Sorceries means that the
    permanent cannot be targeted by an instant or a sorcery and that damage
    that would be dealt by an instant or a sorcery to that permanent is
    prevented. [Odyssey FAQ 2001/10/04]
  502.7.Ruling.7 - Protection from Creatures means that the permanent cannot
    be the target of abilities of creatures, that damage from a creature is
    prevented, and that it cannot be blocked by a creature.
    [Odyssey FAQ 2001/10/04]
  502.7.Ruling.8 - Protection from Enchantments means that the permanent
    cannot be target of enchantment spells or the abilities of enchantment,
    that damage from enchantments is prevented, that it cannot be enchanted
    by any enchantments, and that it cannot be blocked by any enchantment
    that also happens to be a creature. [Odyssey FAQ 2001/10/04]
  Note - Also see Rule G16.27, "Protection".
 
502.9 - Trample  502.8a - Shadow is an evasion ability. [CompRules 2003/07/01]
  502.8b - A creature with shadow can't be blocked by creatures without
    shadow, and a creature without shadow can't be blocked by creatures with
    shadow.  (See Rule 309, "Declare Blockers Step.") [CompRules 2003/07/01]
  502.8c - Multiple instances of shadow on the same creature are redundant.
    [CompRules 2003/07/01]
  502.8.Ruling.1 - It is possible for Banding to result in a Shadow creature 
    blocking or being blocked by a non-Shadow creature.  This is legal. 
    [D'Angelo 1998/02/03]
  Note - Also see Rule G19.6, "Shadow".
 
502.10 - Banding  502.9a - Trample is a static ability that modifies the rules for assigning
    an attacking creature's combat damage.  A creature with trample has no
    special abilities when blocking or dealing noncombat damage.  (See 
    Rule 310, "Combat Damage Step.") [CompRules 2003/07/01]
  502.9b - The controller of an attacking creature with trample first assigns
    damage to the creature(s) blocking it.  If all those blocking creatures
    are assigned lethal damage, any remaining damage is assigned as its
    controller chooses among those blocking creatures and the player or
    planeswalker the creature is attacking.  When checking for assigned lethal
    damage, take into account damage already on the creature and damage from
    other creatures that will be assigned at the same time (see Rule 502.9e).
    The controller need not assign lethal damage to all those blocking
    creatures but in that case can't assign any damage to the player or
    planeswalker it's attacking. [CompRules 2007/10/01]
  502.9c - If an attacking creature with trample is blocked, but there are no
    creatures blocking it when damage is assigned, all its damage is assigned
    to the player or planeswalker it's attacking. [CompRules 2007/10/01]
  502.9d - Assigning damage from a creature with trample considers only the
    actual toughness of a blocking creature, not any abilities or effects that
    might change the final amount of damage dealt. [CompRules 2003/07/01]
    Example: A 6/6 green creature with trample is blocked by a 2/2 creature
    with protection from green.  The attacking creature's controller must
    assign at least 2 damage to the blocker, even though that damage will be
    prevented by the blocker's protection ability.  The attacking creature's
    controller can then choose to assign the rest of the damage to the
    defending player. [CompRules 2003/10/01]
  502.9e - When there are several attacking creatures, it's legal to assign
    damage from those without trample so as to maximize the damage of those
    with trample. [CompRules 2003/10/01]
    Example: A 2/2 creature with an ability that enables it to block multiple
    attackers blocks two attackers: a 1/1 with no special abilities and a 3/3
    with trample.  The attacking player could assign 1 damage from the first
    attacker and 1 damage from the second to the blocking creature, and 2
    damage to the defending player from the creature with trample. 
    [CompRules 2003/10/01]
  502.9f - Multiple instances of trample on the same creature are redundant.
    [CompRules 2003/07/01]
  502.9.Ruling.1 - As per Rule 502.9b, you are not required to assign damage
    to the defending player and you are not required to divide the damage
    among the blockers in any particular way, but if you do assign it so that
    all the blockers receive lethal damage, you have the option to assign to
    the defending player.
    Example: If a Force of Nature (8/8 Trample) is blocked by three 2/2
    creatures, you could (a) assign all 8 damage to one blocker, (b) 4 to each
    of two blockers, (c) 3 to one 3 to another and 2 to the third, (d) 3 to 
    one, 2 to each other, and 1 to the defending player, (e) 2 to each blocker
    and 2 to the defending player, and so on. [D'Angelo 2001/08/15]
  502.9.Ruling.2 - As per Rule 502.9d, assigning damage from a Trample
    creature only considers the actual toughness of the creature, not any
    abilities or effects that might prevent or redirect damage once it is
    assigned.  Another way of thinking of this is that you need to assign
    enough damage that the creature would be lethally damaged if nothing
    prevented or redirected the damage. 
    Example: If a 2/2 creature with Protection from Green blocked a
    Force of Nature, you would only need to assign 2 damage to it, even
    though that damage will be prevented by the ability.
    [D'Angelo 2001/07/23]
  Note - Also see Rule G20.18, "Trample".
 
502.11 - Bands with Other  502.10a - Banding is a static ability that modifies the rules for declaring
    attackers and assigning combat damage. [CompRules 2003/07/01]
  502.10b - As a player declares attackers, he or she may declare that any
    number of those creatures with banding, and up to one of those creatures
    without banding, are all in a "band."  All of those creatures must attack
    the same player or planeswalker.  (Defending players can't declare
    bands but may use banding in a different way; see Rule 502.10h.)
    [CompRules 2007/10/01]
  502.10c - A player may declare as many attacking bands as he or she wants,
    but each creature may be a member of only one of them. 
    [CompRules 2003/07/01]
  502.10d - Once an attacking band has been announced, it lasts for the rest
    of combat, even if something later removes the banding ability from one or
    more creatures.  However, creatures in a band that are removed from combat
    are also removed from the band. [CompRules 2003/07/01]
  502.10e - If an attacking creature becomes blocked by a creature, each other
    creature in the same band as the attacking creature becomes blocked by
    that same blocking creature. [CompRules 2003/07/01]
    Example: A player attacks with a band consisting of a creature with flying
    and a creature with swampwalk.  The defending player, who controls a
    Swamp, can block the flying creature if able.  If he or she does, then the
    creature with swampwalk will also become blocked by the blocking 
    creature(s). [CompRules 2003/10/01]
  502.10f - Banding doesn't cause attacking creatures to share abilities, nor
    does it remove any abilities.  The attacking creatures in a band are
    separate permanents. [CompRules 2003/07/01]
  502.10g - If one member of a band would become blocked due to an effect, the
    entire band becomes blocked. [CompRules 2003/07/01]
  502.10h - A player who controls an attacking creature with banding chooses
    how combat damage is assigned by creatures blocking that creature.  A
    player who controls a blocking creature with banding chooses how combat
    damage is assigned by creatures it blocks.  If the creature had banding
    when it attacked or blocked but the ability was removed before the combat
    damage step, damage is assigned normally. [CompRules 2005/08/01]
  502.10i - Multiple instances of banding on the same creature are redundant.
    [CompRules 2003/07/01]
  502.10.Ruling.1 - If a creature dies before damage is assigned, it does
    not count toward determining who assigns combat damage as per 
    Rule 502.10h.  If it dies after damage is assigned, but before it is
    dealt, the damage is still distributed as assigned.
    [D'Angelo 2003/09/08]
  502.10.Ruling.2 - Effects that change how damage can be assigned or that
    offer other options for damage assignment do fall under the "damage
    sharing" rule (Rule 502.10h).  For example, the Thorn Elemental or
    Butcher Orgg choices would be made by the defending player if banding
    is present in the blockers. [Jordan 2003/05/19]
  Note - Also see Rule G2.1, "Banding".
 
502.12 - Rampage  502.11a - Bands with other is a special form of banding.  If an effect
    causes a permanent to lose banding, the permanent loses all bands with
    other abilities as well. [CompRules 2003/07/01]
  502.11b - An attacking creature with "bands with other [quality]" can
    form an attacking band with other creatures that have the same "bands with
    other [quality]" ability.  Creatures with banding can also join this
    band, but creatures without banding can't.  The creatures in this band
    don't have to have the creature type specified in the "bands with 
    other [quality]" ability.  Blocking this band follows the same general
    rules as for banding. [CompRules 2007/07/13]
  502.11c - If an attacking creature is blocked by at least two creatures with
    the same "bands with other [quality]" ability, the defending player
    chooses how the attacking creature's damage is assigned.  Similarly, if a
    blocking creature blocks at least two attacking creatures with the same
    "bands with other [quality]" ability, the attacking player chooses
    how the blocking creature's damage is assigned. [CompRules 2007/07/13]
  502.11d - Multiple instances of bands with other of the same kind on the
    same creature are redundant. [CompRules 2007/10/01]
 
502.13 - Cumulative Upkeep  502.12a - Rampage is a triggered ability.  "Rampage N" means "Whenever
    this creature becomes blocked, it gets +N/+N until end of turn for each
    creature blocking it beyond the first."  (See Rule 309, "Declare Blockers
    Step.") [CompRules 2005/10/01]
  502.12b - The rampage bonus is calculated only once per combat, when the
    triggered ability resolves.  Adding or removing blockers later in combat
    won't change the bonus. [CompRules 2003/07/01]
  502.12c - If a creature has multiple instances of rampage, each triggers
    separately. [CompRules 2003/07/01]
  502.12.Ruling.1 - Rampage does apply to blockers which are not assigned to
    the Rampage creature directly.  For example, creatures that become
    blockers due to blocking a member of a band which includes the Rampage
    creature do count as additional blockers for the Rampage ability.  
    [D'Angelo 1999/05/01]
  Note - Also see Rule G18.1, "Rampage".
 
502.14 - Vigilance  502.13a - Cumulative upkeep is a triggered ability that imposes an
    increasing cost on a permanent.  "Cumulative upkeep [cost]" means "At the
    beginning of your upkeep, put an age counter on this permanent.  Then you
    may pay [cost] for each age counter on it.  If you don't, sacrifice it."
    If [cost] has choices associated with it, each choice is made separately
    for each age counter, then either the entire set of costs is paid, or none
    of them is paid.  Partial payments aren't allowed.
    [CompRules 2007/09/07]
    Example: A creature has "Cumulative upkeep {W} or {U}" and two age
    counters on it.  When its ability next triggers and resolves, the
    creature's controller puts an age counter on it and then may pay
    {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature in
    play. [CompRules 2006/07/15]
 Example: A creature has "Cumulative upkeep-Sacrifice a creature" and one
    age counter on it.  When its ability next triggers and resolves, its
    controller can't choose the same creature to sacrifice twice.  Either two
    different creatures must be sacrificed, or the creature with cumulative
    upkeep must be sacrificed. [CompRules 2006/07/15]
  502.13b - If a permanent has multiple instances of cumulative upkeep, each
    triggers separately.  However, the age counters are not linked to any
    particular ability; each cumulative upkeep ability will count the total
    number of age counters on the permanent at the time that ability resolves.
    [CompRules 2003/07/01]
    Example: A creature has two instances of "Cumulative upkeep - Pay 1 life."
    The creature currently has no counters but both cumulative upkeep
    abilities trigger.  When the first ability resolves, the controller adds a
    counter and then chooses to pay 1 life.  When the second ability resolves,
    the controller adds another counter and then chooses to pay an 
    additional 2 life. [CompRules 2003/07/01]
  502.13.Ruling.1 - The result of adding counters is that the cost to be paid
    is one times the cost the first time it is paid, two times the cost the
    second time, three times the cost the third time, and so on.
    Example: If a card has "Cumulative Upkeep: {B} and 2 life", you pay {B}
    and 2 life on the first upkeep, {B}{B} and 4 life on the next upkeep,
    {B}{B}{B} and 6 life on the next upkeep, and so on. [D'Angelo 1998/02/03]
  502.13.Ruling.2 - If cumulative upkeep is not paid for some period of time 
    because the permanent is not in play or was temporarily changed so that it
    no longer had a cumulative upkeep, the cumulative upkeep tracking is not 
    reset because the cumulative upkeep counters are not removed.  Payment 
    resumes as soon as it applies. [D'Angelo 1999/05/01] 
  502.13.Ruling.3 - Cumulative upkeep is not reset if the permanent changes 
    controllers, because the counters are not removed.  [D'Angelo 1999/05/01]
  502.13.Ruling.4 - Permanents which count their last paid cumulative upkeep
    count the number of cumulative upkeep counters on the card and multiply
    by the cost per counter.  [D'Angelo 1999/05/01]
  502.13.Ruling.5 - This ability is put on the stack at the beginning of
    upkeep.  If the permanent leaves play before this ability resolves, you
    still have to resolve it.  Of course, you can just decide not to pay and
    there will be nothing to sacrifice.  But you can also choose to pay if you
    really want to. [D'Angelo 1999/05/01]
  502.13.Ruling.6 - If the cumulative upkeep cost somehow changes between the
    time the ability is placed on the stack and when it resolves, use the cost
    at the time it was put on the stack. [DeLaney 2000/01/13]
  502.13.Ruling.7 - Paying cumulative upkeep is always optional.
    [Coldsnap FAQ 2006/06/14]
  502.13.Ruling.8 - An ability that triggers on cumulative upkeep being paid
    triggers once when it is paid, not once per age counter.
    [Coldsnap FAQ 2006/06/14]
  Note - Also see Rule G3.37, "Cumulative Upkeep".
 
502.15 - Phasing  502.14a - Vigilance is a static ability that modifies the rules for the
    declare attackers step. [CompRules 2004/10/01]
  502.14b - Attacking doesn't cause creatures with vigilance to tap. (See
    Rule 308, "Declare Attackers Step.") [CompRules 2004/10/01]
  502.14c - Multiple instances of vigilance on the same creature are
    redundant. [CompRules 2004/10/01]
 
502.16 - Buyback  502.15a - Phasing is a static ability that modifies the rules of the untap
    step. [CompRules 2003/07/01]
  502.15b - During each player's untap step, before the active player untaps
    his or her permanents, all permanents with phasing the player controls
    phase out.  Simultaneously, all objects that had phased out under that
    player's control phase in.  (See Rule 217.8, "Phased Out," and 
    Rule 302.1.) [CompRules 2005/08/01]
  502.15c - If an effect causes a player to skip his or her untap step, the
    phasing event simply doesn't occur that turn. [CompRules 2003/07/01]
  502.15d - Permanents phasing in or out don't trigger any comes-into-play or
    leaves-play abilities, and effects that modify how a permanent comes into
    play are ignored.  Abilities and effects that specifically mention phasing
    can modify or trigger on these events, however.  (Because no player
    receives priority during the untap step, any abilities triggering off of
    the phasing event won't go onto the stack until the upkeep step begins.)
    [CompRules 2005/10/01]
  502.15e - When a permanent phases out, all damage dealt to it is removed.
    [CompRules 2003/07/01]
  502.15f - A card that returns to play from the phased-out zone is considered
    the same permanent it was when it left.  This is an exception to 
    Rule 217.1c, which stipulates that a permanent "forgets" its previous
    existence when it changes zones. [CompRules 2003/07/01]
  502.15g - Effects with limited duration and delayed triggered abilities that
    specifically reference a permanent will be unable to further affect that
    permanent if it phases out.  However, other effects that reference the
    permanent (including effects with unlimited duration) can affect the 
    permanent when it returns to play.
    Example: A creature is affected by Giant Growth and then phases out
    during the same turn.  If the creature phases back in somehow before the
    turn is over, it won't get the +3/+3 bonus from the Giant Growth because
    its effect has a limited duration. [CompRules 2003/07/01]
  502.15h - Phased-out cards "remember" their past histories and will return
    to play in the same state.  They "remember" any counters they had on them,
    any choices made when they first came into play, whether they were flipped
    when they left play, and whether they were tapped or untapped when they
    left play.  They also "remember" who controlled them when they phased out,
    although they may phase in under the control of a different player if a
    control effect with limited duration has expired. [CompRules 2005/10/01]
    Example: Diseased Vermin reads, in part, "At the beginning of your
    upkeep, Diseased Vermin deals X damage to target opponent previously dealt
    damage by it, where X is the number of infection counters on it."  If
    Diseased Vermin phases out, it "remembers" how many counters it has and
    also which opponents it has previously damaged.  When it phases back in,
    it will still be able to target those opponents with its upkeep-triggered
    ability. [CompRules 2003/07/01]
  502.15i - When a permanent phases out, any Auras, Equipment, or
    Fortifications attached to that permanent phase out at the same time.
    This alternate way of phasing out is known as phasing out "indirectly."
    An Aura, Equipment, or Fortification that phased out indirectly won't
    phase in by itself, but instead phases in along with the card it's
    attached to. [CompRules 2007/05/01]
  502.15j - If an Aura, Equipment, or Fortification phased out
    directly (rather than phasing out along with the permanent it's attached
    to), then it "remembers" the permanent it was attached to and returns to
    play attached to that permanent.  If an Aura phases in and the permanent
    has left play or is no longer legal to enchant, the Aura returns to play
    and then is placed in its owner's graveyard.  This is a state-based
    effect; see Rule 420.  If an Equipment or Fortification phases in but it's
    no longer legal for it to be attached to the permanent it was attached to,
    the Equipment or Fortification returns to play and then stays in play, not
    attached to anything.  This is a state-based effect; see Rule 420.
    [CompRules 2007/05/01]
  502.15k - Permanents that phase in keep the same timestamps (see Rule 418.5d
    and Rule 418.5e) they had when they phased out.  This doesn't change the
    fact that the permanents phase in simultaneously, however.
    [CompRules 2004/10/01]
  502.15m - A permanent that phases in can attack and tap to play abilities as
    though it had haste.  This applies even if that permanent phased out and
    phased back in the turn it came into play.  The permanent remains able to
    attack and tap to play abilities until it changes controllers or leaves
    play. [CompRules 2003/10/01]
  502.15n - A spell or ability that targets a permanent will resolve normally
    with respect to that permanent if the permanent phases out and back in
    before the spell or ability resolves. [CompRules 2003/07/01]
  502.15p - Multiple instances of phasing on the same permanent are redundant.
    [CompRules 2003/07/01]
  502.15.Ruling.1 - Permanents phasing out used to trigger leaves-play
    abilities, but as of 2005/10/01 they no longer do. [D'Angelo 2005/10/10]
  Note - Also see Rule G16.9, "Phasing".
 
502.17 - Horsemanship  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]
  502.16.Ruling.1 - The spell does not go to your hand if it is countered.  
    [Time Spiral FAQ 2006/08/30]  Remember that a targeted spell is countered if
    all of its targets are illegal on resolution. [D'Angelo 1999/04/23]
  502.16.Ruling.2 - Cost reducing effects can be applied to Buyback costs.
    [D'Angelo 1997/10/17]
  502.16.Ruling.3 - If you control a copy of a spell whose Buyback cost was
    paid, the copy is put into your hand when it resolves, then ceases to
    exist. [Time Spiral FAQ 2006/08/30]
  502.16.Ruling.4 - Buyback costs do not count toward the spell's mana cost
    or converted mana cost. [Time Spiral FAQ 2006/08/30]
  Note - Also see Rule G2.14a, "Buyback".
 
502.18 - Cycling  502.17a - Horsemanship is an evasion ability that appeared in the Portal
    Three Kingdoms(tm) set. [CompRules 2003/07/01]
  502.17b - A creature with horsemanship can't be blocked by creatures without
    horsemanship.  A creature with horsemanship can block a creature with or
    without horsemanship.  (See Rule 309, "Declare Blockers Step.") 
    [CompRules 2003/07/01]
  502.17c - Multiple instances of horsemanship on the same creature are
    redundant. [CompRules 2003/07/01]
  Note - Also see Rule G8.6, "Horsemanship".
 
502.19 - Echo  502.18a - Cycling is an activated ability that functions only while the card
    with cycling is in a player's hand.  "Cycling [cost]" means 
    "[Cost], Discard this card: Draw a card." [CompRules 2004/10/01]
  502.18b - Although the cycling ability is playable only if the card is in a
    player's hand, it continues to exist while the object is in play and in
    all other zones.  Therefore objects with cycling will be affected by
    effects that depend on objects having one or more activated abilities.
    [CompRules 2003/07/01]
  502.18c - Some cards with cycling have abilities that trigger when they're
    cycled.  "When you cycle [this card]" means "When you discard [this card]
    to pay a cycling cost."  These abilities trigger from the graveyard.
    [CompRules 2007/05/01]
  502.18d - Typecycling is a variant of the cycling
    ability. "[Subtype]cycling [cost]" means "[Cost],Discard this card: Search
    your library for a [subtype] card, reveal it, and put it into your hand.
    Then shuffle your library." [CompRules 2007/05/01]
  502.18e - Any cards that trigger when a player cycles a card will trigger
    when a card is discarded to pay a typecycling cost.  Any effect that stops
    players from cycling cards will stop players from playing cards'
    typecycling abilities. [CompRules 2007/05/01]
  502.18.Ruling.1 - Using Cycling is not a spell, it's an activated ability of
    a card in your hand.  It cannot be countered by things which counter
    spells or things that counter activated abilities of permanents. 
    [D'Angelo 1999/05/01]
  502.18.Ruling.2 - You draw the card when the ability resolves, and if that
    card can be legally played, you can play it before letting any of the
    other spells and abilities on the stack resolve. [D'Angelo 1999/05/01]
  502.18.Ruling.4 - Effects that trigger on "when this card is cycled" trigger
    when the cycling ability is played.  The triggered ability will resolve
    before the card is drawn during the resolution of the Cycle ability.
    [Onslaught FAQ 2002/09/24]
  502.18.Ruling.5 - This ability can only be played while this card is in your
    hand.  Effects that let you play a card from another zone as if it were
    in your hand will not allow you to play this ability as if it were in
    your hand. [DeLaney 2003/06/14]
  Note - Also see Rule G3.38, "Cycling" and Rule G20.28, "Typecycling".
 
502.20 - Fading  502.19a - 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 [cost]." 
    [CompRules 2006/10/01]
  502.19.Ruling.1 - The Echo payment is required if you gained control of the
    creature by any means, such as putting it into play from the graveyard,
    taking control from another player, or having the card phase in. 
    [D'Angelo 1999/05/01]
  502.19.Ruling.2 - The Echo payment is only required if you control this card
    at the beginning of your upkeep.  [D'Angelo 1999/05/01]
  502.19.Ruling.3 - If you gain and lose control of the card several times 
    before your upkeep, you still only pay the Echo cost once. 
    [D'Angelo 1999/05/01]
  502.19.Ruling.4 - Effects which modify the cost to play a spell, like the
    Emerald Medallion or Gloom, cannot be used to modify the Echo cost.
    These effects only apply to the announcing of spells, and do not apply to
    the mana cost that Echo sees. [D'Angelo 1998/11/25]
  502.19.Ruling.5 - This ability is put on the stack at the beginning of
    upkeep.  If the permanent leaves play before this ability resolves, you
    still have to resolve it.  Of course, you can just decide not to pay and
    there will be nothing to sacrifice.  But you can also choose to pay if you
    really want to. [D'Angelo 1999/05/01]
  502.19.Ruling.6 - You decide on resolution of the upkeep triggered ability
    whether to pay for the Echo cost or not. [Barclay 1999/06/02]
  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]
  502.19.Ruling.8 - If the echo trigger is countered, then the echo cost
    never needs to be paid. [Time Spiral FAQ 2006/08/30]
  Note - Also see Rule 203 for information on Mana Cost.
  Note - Also see Rule G5.1, "Echo".
 
502.21 - Kicker  502.20a - Fading is a keyword that represents two abilities.  "Fading N"
    means "This permanent comes into play with N fade counters on it" and 
    "At the beginning of your upkeep, remove a fade counter from this
    permanent.  If you can't, sacrifice the permanent." [CompRules 2005/10/01]
  Note - Also see Rule G6.2.
 
502.22 - Flashback  502.21a - Kicker is a static ability that functions while the spell is on
    the stack.  "Kicker [cost]" means "You may pay an additional [cost] as you
    play this spell."  The phrase "Kicker [cost 1] and/or [cost 2]" means the
    same thing as "Kicker [cost 1], kicker [cost 2]."  Paying a spell's kicker
    cost(s) follows the rules for paying additional costs in Rule 409.1b and 
    Rule 409.1f through Rule 409.1h. [CompRules 2004/10/01]
  502.21b - Objects with kicker have additional abilities that specify what
    happens if the kicker cost is paid.  Objects with more than one kicker
    cost have abilities that correspond to each kicker cost. 
    [CompRules 2003/07/01]
  502.21c - If the text that depends on a kicker cost being paid targets one
    or more permanents and/or players, the spell's controller chooses those
    targets only if he or she declared the intention to pay the appropriate
    kicker cost.  Otherwise, the targets aren't chosen at all. 
    [CompRules 2003/07/01]
  502.21d - A card with kicker may contain the phrases "if the [A] kicker cost
    was paid" and "if the [B] kicker cost was paid," where A and B are the
    first and second kicker costs listed on the card, respectively.  This text
    just refers to one kicker cost or the other, regardless of what the 
    spell's controller actually spent when paying the cost.  In other words,
    read "if the [A] kicker cost was paid" as "if the first kicker cost listed
    was paid," and read "if the [B] kicker cost was paid" as "if the second
    kicker cost listed was paid." [CompRules 2003/07/01]
  502.21.Ruling.1 - The kicker cost does not count as part of the mana cost or
    converted mana cost for the spell. [Invasion FAQ 2000/10/03]
  502.21.Ruling.2 - You can only pay the kicker cost once each time you play
    the spell.  You cannot choose to pay it multiple times. 
    [Invasion FAQ 2000/10/03]
  502.21.Ruling.3 - You can only pay kicker costs when playing the spell from
    your hand (or when playing it as though it were in your hand).  You 
    cannot pay when the card is put into play directly. 
    [Invasion FAQ 2000/10/03]
  502.21.Ruling.4 - Cost reducing effects can be applied to Kicker costs.
    [D'Angelo 2001/01/16]
  Note - Also see G11.3, "Kicker".
 
502.23 - Threshold  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]
  502.22.Ruling.1 - Any restrictions on when the spell can be played or
    options on how the spell is played apply as normal.  Flashback does not
    override these restrictions or options based on card type or those defined
    in the card text. [DeLaney 2001/11/07]
  502.22.Ruling.2 - If the spell is countered, it is removed from the game
    instead of going to the graveyard. [Time Spiral FAQ 2006/08/30]
  502.22.Ruling.3 - The card is removed from the graveyard and placed on the
    stack during announcement just as if you played it from your hand.  On
    resolution or on being countered, it is removed from the game instead of
    going to the graveyard (or anywhere else). [Time Spiral FAQ 2006/08/30]
  502.22.Ruling.4 - Paying the flashback cost does not change the mana cost
    of the spell. [Time Spiral FAQ 2006/08/30]
  502.22.Ruling.5 - Effects that cause you to pay more or less for a spell
    do apply even if playing the spell using Flashback.
    [Time Spiral FAQ 2006/08/30]
  Note - Also see Rule G6.9, "Flashback".
 
502.24 - Madness  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]
  Note - Also see Rule G20.9, "Threshold".
 
502.25 - Fear  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]
  502.24b - Playing a spell using its madness ability follows the rules for
    paying alternative costs in Rule 409.1b and Rule 409.1f through
    Rule 409.1h. [CompRules 2003/07/01]
  502.24.Ruling.1 - The first ability of Madness is a replacement that gives
    the option to remove the spell from the game.  If it is removed, the
    second ability triggers and goes on the stack.  When this ability
    resolves, you get the choice of playing the spell during the resolution
    or just putting it into the graveyard. [D'Angelo 2006/11/11]
  502.24.Ruling.2 - Madness does not allow you to discard the card just
    because you want to.  Another spell, ability, or game rule has to 
    cause the card to be discarded. [D'Angelo 2002/02/23]
  502.24.Ruling.3 - It does not matter how or why the discard is performed.
    [Time Spiral FAQ 2006/08/30]
  502.24.Ruling.4 - Paying the Madness cost does not change the mana cost
    of the spell. [Time Spiral FAQ 2006/08/30]
  502.24.Ruling.5 - Effects that cause you to pay more or less for a spell
    do apply even if playing the spell using Madness.
    [Time Spiral FAQ 2006/08/30]
  Note - Also see Rule G13.1, "Madness".
 
502.26 - Morph  502.25a - Fear is an evasion ability. [CompRules 2003/07/01]
  502.25b - A creature with fear can't be blocked except by artifact creatures
    and/or black creatures.  (See Rule 309, "Declare Blockers Step.") 
    [CompRules 2003/07/01]
  502.25c - Multiple instances of fear on the same creature are redundant. 
    [CompRules 2003/07/01]
  502.25.Ruling.1 - Cards that change color words do not change the Fear
    ability.  The reminder text on the card can change, but it's just 
    reminder text and does not actually define the ability.
    [D'Angelo 2003/01/19]
  Note - Also see Rule G6.4, "Fear".
 
502.27 - Amplify  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.  Any effects or prohibitions that
    would apply to playing a card with these characteristics (and not the
    face-up card's characteristics) are applied to playing this card.  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 2007/05/01]
  502.26c - You can't play a card face down if it doesn't have morph. 
    [CompRules 2003/07/01]
  502.26d - Any time you could play an instant, you may turn a face-down
    permanent you control face up.  To do this, show all players what the
    permanent's morph cost will be when the effect ends, pay that cost, then
    turn the permanent face up.  The morph effect on it ends, and it regains
    its normal characteristics.  Any abilities relating to the permanent
    coming into play don't trigger when it's turned face up and don't have any
    effect, because the permanent has already come into play. 
    [CompRules 2003/07/01]
  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]
  502.26f - See Rule 504, "Face-Down Spells and Permanents," for more
    information on how to play cards with morph. [CompRules 2003/07/01]
  502.26.Ruling.1 - The one exception to Rule 502.26c is that
    Illusionary Mask can put a card into play face down even if it does
    not have Morph. [D'Angelo 2003/09/08]
  502.26.Ruling.2 - When playing a card using Morph, it goes on the stack face
    down and then enters play face down.  You cannot turn the card face up
    while it is on the stack. [Onslaught Rules 2002/09/15]  The other players
    don't even get to see the card before it gets put on the stack (unless it
    came from a zone where it was revealed to begin with). 
    [DeLaney 2002/09/20]
  502.26.Ruling.3 - Some cards have an ability that triggers when the card is
    turned face up.  These can trigger due to the Morph ability being used or
    by any other effect that turns them face up.  They do not trigger from
    leaving play or being revealed. [Legions FAQ 2003/01/23]
  502.26.Ruling.4 - The alternate cost of Morph cannot be combined with other
    alternate costs, such as Aluren. [Jordan 2002/09/07]
  502.26.Ruling.5 - Because the act of turning a card face up does not go on
    the stack, it cannot be countered or prevented. 
    [Onslaught Rules 2002/09/15]
  502.26.Ruling.6 - You cannot pay the Morph cost for a card that is already 
    face-up.  The Morph cost can only be paid when the card is face down.
    [D'Angelo 2003/02/16]
  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]
  502.26.Ruling.8 - If an effect prevents you from playing a card, but that
    card has morph, you can play that card. [Future Sight FAQ 2007/05/01]
    As long as it is legal to play a creature. [D'Angelo 2007/06/04]
  502.26.Ruling.9 - It is possible for a non-creature card to have morph.
    When this happens, the card is played as a creature.  Anything that
    affects playing a creature applies, such as Teferi, Mage of Zhalfir
    letting you play it with Flash.  When it is turned face up it becomes
    its actual type.  The rules for this are just like any other type change.
    [Future Sight FAQ 2007/05/01]
  Note - Also see Rule G13.17, "Morph".
 
502.28 - Double Strike  502.27a - Amplify is a static ability.  "Amplify N" means "As this object
    comes into play, reveal any number of cards from your hand that share a
    creature type with it.  This permanent comes into play with N +1/+1
    counters on it for each card revealed this way.  You can't reveal this
    card or any other cards that are coming into play at the same time as this
    card." [CompRules 2005/10/01]
  502.27b - If a creature has multiple instances of amplify, each one works
    separately. [CompRules 2003/07/01]
  502.27.Ruling.1 - The card Artificial Evolution can modify a card's
    creature types before it enters play, which will modify what you can
    reveal. [Legions FAQ 2003/01/23]
  502.27.Ruling.2 - If multiple cards with Amplify are going to come into play
    at the same time, you can reveal the same cards for each of them if you
    want. [Legions FAQ 2003/01/23]
  502.27.Ruling.3 - A copy card that enters play as a copy, such as Clone,
    does get to use the Amplify ability. [D'Angelo 2003/09/08]
  Note - Also see Rule G1.13, "Amplify".
 
502.29 - Provoke  502.28a - Double strike is a static ability that modifies the rules for the
    combat damage step.  (See Rule 310, "Combat Damage Step.") 
    [CompRules 2003/07/01]
  502.28b - At the start of the combat damage step, if at least one attacking
    or blocking creature has double strike or first strike, creatures without
    double strike or first strike (see Rule 502.2, "First Strike") don't 
    assign combat damage.  Instead of proceeding to end of combat, the phase
    gets a second combat damage step to handle the remaining creatures.  In
    the second combat damage step, surviving attackers and blockers that 
    didn't assign combat damage in the first step, plus any creatures with
    double strike, assign their combat damage. [CompRules 2003/07/01]
  502.28c - Removing double strike from a creature during the first combat
    damage step will stop it from assigning combat damage in the second combat
    damage step. [CompRules 2003/07/01]
  502.28d - Giving double strike to a creature with first strike after it has
    already put first strike combat damage onto the stack in the first combat
    damage step will allow the creature to assign combat damage in the second
    combat damage step. [CompRules 2003/07/01]
  502.28e - Multiple instances of double strike on the same creature are
    redundant. [CompRules 2003/07/01]
  502.28.Ruling.1 - Double Strike is not First Strike.  Effects that make a
    creature lose First Strike will not make it lose Double Strike.
    [Legions FAQ 2003/01/23]
  Note - Also see Rule G4.18, "Double Strike".
 
502.30 - Storm  502.29a - Provoke is a triggered ability.  "Provoke" means "Whenever this
    creature attacks, you may choose to have target creature defending player
    controls block this creature this combat if able.  If you do, untap that
    creature." [CompRules 2003/07/01]
  502.29b - If a creature has multiple instances of provoke, each triggers
    separately. [CompRules 2003/07/01]
  502.29.Ruling.1 - You can choose a creature that is already untapped if you
    want to. [Legions FAQ 2003/01/23]
  502.29.Ruling.2 - If the chosen creature is unable to block for any 
    reason (such as becoming tapped before blockers are assigned) there is no
    penalty.  But if it can block this attacker, then it must.
    [Legions FAQ 2003/01/23] 
  Note - Also see Rule 500.3 for handling "must block".
  Note - Also see Rule G16.28.
 
502.31 - Affinity  502.30a - Storm is a triggered ability that functions 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 of the copies."
    [CompRules 2007/05/01]
  502.30b - If a spell has multiple instances of storm, each triggers
    separately. [CompRules 2003/07/01]
  502.30.Ruling.1 - The number of copies is determined when this spell is 
    played (announced) and only counts spells played (announced) before it
    was.  Ones placed on the stack afterwards do not change this.
    [D'Angelo 2003/04/30]
  502.30.Ruling.2 - The copies are put onto the stack directly.  They are 
    not "played" and do not trigger abilities that trigger on something being
    played.  This makes it so the Storm ability itself will not trigger on the
    copies being put on the stack. [Time Spiral FAQ 2006/08/30]
  502.30.Ruling.3 - When counting spells, you count ones played by every
    player, including ones that were played from zones other than a player's
    hand.  You do not count lands being played, any abilities that were
    played, any spells put onto the stack without playing them, or any cards
    put into play by the effect of a spell or ability. [D'Angelo 2003/06/07]
  502.30.Ruling.4 - Spell copies can be countered and otherwise affected just
    like any other spell. [Time Spiral FAQ 2006/08/30]
  502.30.Ruling.5 - Countering the original spell will not stop the copies
    from being created. [D'Angelo 2003/08/01]
  502.30.Ruling.6 - Countering the triggered ability will stop the copies
    from being created. [Time Spiral FAQ 2006/08/30]
  Note - Also see Rule G19.33, "Storm".
 
502.32 - Entwine  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]
  502.31b - The affinity ability reduces only generic mana costs; it doesn't
    reduce how much colored mana you have to pay for a spell.
    [CompRules 2007/05/01]
  502.31c - If a spell has multiple instances of affinity, each of them
    applies. [CompRules 2003/10/01]
 
502.33 - Equip  502.32a - Entwine is a static ability that functions while the spell is on
    the stack.  "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 2004/10/01]
  502.32b - If the entwine cost was paid, follow the text of each of the modes
    in the order written on the card when the spell resolves.
    [CompRules 2003/10/01]
  502.32c - Each mode is considered a separate effect. [Barclay 2004/01/15]
 
502.34 - Imprint  502.33a - Equip is an activated ability of Equipment cards.  "Equip [cost]"
    means "[Cost]: Attach this Equipment to target creature you control.  Play
    this ability only any time you could play a sorcery."
    [CompRules 2007/05/01]
  502.33b - For more information about Equipment, see Rule 212.2, "Artifacts."
    [CompRules 2003/10/01]
  502.33c - If an Equipment has multiple instances of equip, any of its equip
    abilities may be used. [CompRules 2007/05/01]
  502.33.Ruling.1 - If you play the equip ability and target the creature it
    is already equipping, then it does nothing when it resolves.  It stays
    where it is.  It also does not get a new timestamp for effects ordering.
    [Barclay 2003/10/21]
  502.33.Ruling.2 - You can play the Equip ability to move an Equipment from
    one creature to another creature.  It stops equipping the first one and
    is instead attached to the other one. [D'Angelo 2007/10/20]
  Note - Also see Rule 212.2g through Rule 212.2k for additional rules on
    Equipment.
 
502.35 - Modular  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-the-game zone because they were removed
    from the game by an imprint ability are imprinted on the source of that
    ability. [CompRules 2005/08/01]
  502.34b - The phrase "imprinted [quality] card" means the card with that 
    quality that's imprinted on the permanent.  If a permanent has more than
    one card with that quality imprinted on it, each of those cards is
    an "imprinted [quality] card." [CompRules 2007/10/01]
  502.34.Ruling.1 - If a permanent with imprint phases out and back in, it's
    still the same permanent, so any cards imprinted on it remain imprinted
    on it. [WotC Rules Team 2003/10/06]
  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]
 
502.36 - Shroud  502.35a - Modular represents both a static ability and a triggered ability.
    "Modular N" means "This permanent comes into play with N +1/+1 counters on
    it" and "When this permanent is put into a graveyard from play, you may
    put a +1/+1 counter on target artifact creature for each +1/+1 counter on
    this permanent." [CompRules 2005/10/01]
  502.35b - If a creature has multiple instances of modular, each one works
    separately. [CompRules 2004/02/01]
 
502.37 - Sunburst  502.36a - Shroud is a static ability. "Shroud" means "This permanent or
    player can't be the target of spells or abilities."
    [CompRules 2007/05/01]
  502.36b - Multiple instances of shroud on the same permanent or player are
    redundant. [CompRules 2007/05/01]
  502.36.Ruling.1 - This does not destroy any Auras, Equipment, or
    Fortifications already on the creature. [D'Angelo 2007/05/15]
  502.36.Ruling.2 - This only prevents targeted spells or abilities.  You can
    tell a spell or ability is targeted if the word "target" appears in the
    card text. [D'Angelo 2007/05/15]
 
502.38 - Bushido  502.37a - Sunburst is a static ability that functions as an object is coming
    into play from the stack.  "Sunburst" means "If this object is coming into
    play from the stack as a creature, it comes into play with a +1/+1 counter
    on it for each color of mana used to pay its cost.  If this object is
    coming into play from the stack and isn't coming into play as a creature,
    it comes into play with a charge counter on it for each color of mana used
    to pay its cost." [CompRules 2005/10/01]
  502.37b - Sunburst applies only as the spell is resolving and only if one or
    more colored mana was paid for its costs.  Mana paid for additional or
    alternative costs applies. [CompRules 2004/06/01]
  502.37c - Sunburst can also be used to set a variable number for another
    ability.  If the keyword is used in this way, it doesn't matter whether
    the ability is on a creature spell or on a noncreature spell.
    Example: The ability "Modular-Sunburst" means "This permanent comes into
    play with a +1/+1 counter on it for each color of mana used to pay its
    cost" and "When this permanent is put into a graveyard from play, you may
    put a +1/+1 counter on target artifact creature for each +1/+1 counter on
    this permanent." [CompRules 2004/06/01]
  502.37d - If an object has multiple instances of sunburst, each one works
    separately. [CompRules 2004/10/01]
 
502.39 - Soulshift  502.38a - 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 309, "Declare Blockers Step.") [CompRules 2005/10/01]
  502.38b - If a creature has multiple instances of bushido, each triggers
    separately. [CompRules 2004/10/01]
 
502.40. Splice  502.39a - Soulshift is a triggered ability.  "Soulshift N" means "When this
    permanent is put into a graveyard from play, you may return target Spirit
    card with converted mana cost N or less from your graveyard to your hand."
    [CompRules 2005/10/01]
  502.39b - If a permanent has multiple instances of soulshift, each triggers
    separately. [CompRules 2004/10/01]
 
502.41. Defender  502.40a - Splice is a static ability that functions while a card is in your
    hand.  "Splice onto [subtype] [cost]" means "You may reveal this card from
    your hand as you play a [subtype] spell.  If you do, copy this card's text
    box onto that spell and pay [cost] as an additional cost to play that
    spell."  Paying a card's splice cost follows the rules for paying
    additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h.
    [CompRules 2007/10/01]
    Example: Since the card with splice remains in the player's hand, it can
    later be played normally or spliced onto another spell.  It can even be
    discarded to pay a "discard a card" cost of the spell it's spliced onto.
    [CompRules 2004/10/01]
  502.40b - You can't choose to use a splice ability if you can't make the
    required choices (targets, etc.) for that card's instructions.  You can't
    splice any one card onto the same spell more than once.  If you're
    splicing more than one card onto a spell, reveal them all at once and
    choose the order in which their instructions will be followed.  The
    instructions on the main spell have to be followed first.
    [CompRules 2004/10/01]
  502.40c - The spell has the characteristics of the main spell, plus the text
    boxes of each of the spliced cards.  The spell doesn't gain any other
    characteristics (name, mana cost, color, supertypes, card types, subtypes,
    etc.) of the spliced cards.  Text copied onto the spell that refers to a
    card by name refers to the spell on the stack, not the card from which the
    text was copied. [CompRules 2007/10/01]
    Example: Glacial Ray is a red card with splice onto Arcane that reads,
    "Glacial Ray deals 2 damage to target creature or player."  Suppose 
    Glacial Ray is spliced onto Reach Through Mists, a blue spell.  The
    spell is still blue, and Reach Through Mists deals the damage.  This means
    that the ability can target a creature with protection from red and deal 2
    damage to that creature. [CompRules 2005/08/01]
  502.40d - Choose targets for the added text normally (see Rule 409.1c).
    Note that a spell with one or more targets will be countered if all of its
    targets are illegal on resolution. [CompRules 2004/10/01]
  502.40e - The spell loses any splice changes once it leaves the stack (for
    example, when it's countered, it's removed from the game, or it resolves).
    [CompRules 2005/08/01]
 
502.42 - Offering  502.41a - Defender is a static ability. [CompRules 2004/10/01]
  502.41b - A creature with defender can't attack. [CompRules 2004/10/01]
  502.41c - Multiple instances of defender on the same creature are redundant.
    [CompRules 2004/10/01]
 
502.43. Ninjutsu  502.42a - Offering is a static ability of a card that functions in any zone
    from which the card can be played.  "[Text] offering" means "You may play
    this card any time you could play an instant by sacrificing a [text]
    permanent.  If you do, the total cost to play this card is reduced by the
    sacrificed permanent's mana cost." [CompRules 2005/02/01]
  502.42b - The permanent is sacrificed at the same time the spell is
    announced (see Rule 409.1a).  The total cost of the spell is reduced by
    the sacrificed permanent's mana cost (see Rule 409.1f).
    [CompRules 2005/02/01]
  502.42c - Generic mana in the sacrificed permanent's mana cost reduces
    generic mana in the total cost to play the card with offering.  Colored
    mana in the sacrificed permanent's mana cost reduces mana of the same
    color in the total cost to play the card with offering.  Colored mana in
    the sacrificed permanent's mana cost that doesn't match colored mana in
    the colored mana cost of the card with offering, or is in excess of the
    card's colored mana cost, reduces that much generic mana in the total
    cost. [CompRules 2005/02/01]
 
502.44 - Epic  502.43a - Ninjutsu is an activated ability that functions only while the
    card with ninjutsu is in a player's hand.  "Ninjutsu [cost]" means
    "[Cost], Reveal this card from your hand, Return an unblocked creature you
    control to its owner's hand: Put this card into play from your hand tapped
    and attacking." [CompRules 2005/02/01]
  502.43b - The card with ninjutsu remains revealed from the time the ability
    is announced until the ability leaves the stack. [CompRules 2005/02/01]
  502.43c - A ninjutsu ability may be played only while a creature in play is
    unblocked (see Rule 309.2f).  The creature with ninjutsu is put into play
    unblocked.  It will be attacking the same player or planeswalker as the
    creature that was returned to its owner's hand. [CompRules 2007/10/01]
  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]
 
502.45 - Enchant  502.44a - Epic represents both a static ability and a delayed triggered
    ability.  "Epic" means, "For the rest of the game, you can't play spells,"
    and "At the beginning of each of your upkeeps, copy this spell except for
    its epic ability.  If the spell has any targets, you may choose new
    targets for the copy."  See Rule 503.10. [CompRules 2005/10/01]
  502.44b - A player can't play spells once a spell with epic he or she
    controls resolves, but effects (such as the epic ability itself) can still
    put copies of spells onto the stack. [CompRules 2005/08/01]
 
502.46 - Convoke  502.45a - Enchant is a static ability, written "Enchant [object or player]."
    The enchant ability restricts what an Aura spell can target and what an
    Aura can enchant. [CompRules 2007/05/01]
  502.45b - For more information on Auras, see Rule 212.4, "Enchantments."
    [CompRules 2005/08/01]
  502.45c - If an Aura has multiple instances of enchant, all of them apply.
    The Aura's target must follow the restrictions from all the instances of
    enchant.  The Aura can enchant only objects or players that match all
    of its enchant abilities. [CompRules 2007/05/01]
  502.45d - Auras that can enchant a player can target and be attached to
    players.  Such Auras can't target permanents can can't be attached to
    permanents. [CompRules 2007/05/01]
 
502.47 - Dredge  502.46a - Convoke is a static ability that functions while the spell is on
    the stack.  "Convoke" means "As an additional cost to play this spell, you
    may tap any number of untapped creatures you control.  Each creature
    tapped this way reduces the cost to play this spell by {1} or by one mana
    of any of that creature's colors."  Using the convoke ability follows the
    rules for paying additional costs in Rule 409.1b and Rule 4091f through
    Rule 409.1h. [CompRules 2006/10/01]
    Example: You play Guardian of Vitu-Ghazi, a spell with convoke that
    costs {6}{G}{W}.  You announce that you're going to tap a colorless
    creature, a red creature, and a green-and-white creature to help pay for
    it.  The colorless creature and the red creature each reduce the spell's
    cost by {1}.  You choose whether the green-white creature reduces the
    spell's cost by {1}, {G}, or {W}.  Then the creatures become tapped as you
    pay Guardian of Vitu-Ghazi's cost. [CompRules 2005/10/01]
  502.46b - Multiple instances of convoke on the same spell are redundant.
    [CompRules 2007/05/01]
  502.46.Ruling.1 - Since the Convoke taps creatures as a cost, you cannot
    also tap that same creature for any ability (even a mana ability).
    For example, if you have a Llanowar Elves in play, it can be tapped
    for one green mana or tapped to pay the Convoke cost, but not both.
    [D'Angelo 2006/02/27]
  502.46.Ruling.2 - Convoke can be used to reduce any part of the total cost
    of the spell, including additional costs such as from Buyback.
    [D'Angelo 2007/08/11]
 
502.48 - Transmute  502.47a - Dredge is a static ability that functions only while the card with
    dredge is in a player's graveyard.  "Dredge N" means "As long as you have
    at least N cards in your library, if you would draw a card, you may
    instead put N cards from the top of your library into your graveyard and
    return this card from your graveyard to your hand." [CompRules 2005/10/01]
  502.47b - A player with fewer cards in his or her library than the number
    required by a dredge ability can't put any of them into his or her
    graveyard this way. [CompRules 2005/10/01]
 
502.49 - Substance  502.48a - Transmute is an activated ability that functions only while the
    card with transmute is in a player's hand.  "Transmute [cost]" means
    "[Cost], Discard this card: Search your library for a card with the same
    converted mana cost as the discarded card, reveal that card, and put it
    into your hand.  Then shuffle your library.  Play this ability only any
    time you could play a sorcery." [CompRules 2005/10/01]
  502.48b - Although the transmute ability is playable only if the card is in
    a player's hand, it continues to exist while the object is in play and in
    all other zones.  Therefore objects with transmute will be affected by
    effects that depend on objects having one or more activated abilities.
    [CompRules 2005/10/01]
 
502.50 - Bloodthirst  502.49a - Substance is a static ability with no effect.
    [CompRules 2005/10/01]
 
502.51 - Haunt  502.50a - Bloodthirst is a static ability.  "Bloodthirst N" means "If an
    opponent was dealt damage this turn, this permanent comes into play with
    N +1/+1 counters on it." [CompRules 2006/02/01]
  502.50b - "Bloodthirst X" is a special form of bloodthirst.  "Bloodthirst X"
    means "This permanent comes into play with X +1/+1 counters on it, where X
    is the total damage your opponents have been dealt this turn."
    [CompRules 2006/02/01]
  502.50c - If an object has multiple instances of bloodthirst, each applies
    separately. [CompRules 2006/02/01]
  502.50.Ruling.1 - It doesn't matter how an opponent was dealt damage, or
    even who controlled the source of the damage.  If your opponent was
    damaged by one of his or her own painlands, for example, a creature with
    bloodthirst you play later that turn will come into play with +1/+1
    counters. [Guildpact FAQ 2005/12/22]
  502.50.Ruling.2 -  The permanents either come into play with the counters or
    they don't.  They don't come into play small and then get the counters.
    [Guildpact FAQ 2005/12/22]
 
502.52 - Replicate  502.51a - Haunt is a triggered ability.  "Haunt" on a permanent means "When
    this permanent is put into a graveyard from play, remove it from the game
    haunting target creature."  "Haunt" on an instant or sorcery spell
    means "When this spell is put into a graveyard during its resolution,
    remove it from the game haunting target creature. [CompRules 2006/02/01]
  502.51b - Cards that are in the removed-from-the-game zone as the result of
    a haunt ability "haunt" the creature targeted by that ability.  The
    phrase "creature it haunts" refers to the object targeted by the haunt
    ability, regardless of whether or not that object is still a creature.
    [CompRules 2006/02/01]
  502.51c - Triggered abilities of cards with haunt that refer to the haunted
    creature can trigger in the removed-from-game zone. [CompRules 2006/02/01]
  502.51.Ruling.1 - If an instant or sorcery spell with haunt is countered,
    its haunt ability doesn't trigger. [Guildpact FAQ 2005/12/22]
  502.51.Ruling.2 - Instants and sorceries with haunt have the same effect
    when they're played as when the haunted creature is put into a graveyard.
    Creatures with haunt have the same effect when they come into play as when
    the haunted creature is put into a graveyard. [Guildpact FAQ 2005/12/22]
  502.51.Ruling.3 - You may haunt any creature in play, regardless of who
    controls it. [Guildpact FAQ 2005/12/22]
  502.51.Ruling.4 - The same creature may be haunted by multiple cards.
    [Guildpact FAQ 2005/12/22]
  502.51.Ruling.5 - The cards that are haunting a creature don't return from
    the removed-from-the-game zone when that creature leaves play.
    [Guildpact FAQ 2005/12/22]
  502.51.Ruling.6 - If there are no legal targets for the haunt ability, the
    card with haunt stays in the graveyard rather than being removed from the
    game. [Guildpact FAQ 2005/12/22]
  502.51.Ruling.7 - If a card with haunt is removed from the graveyard in
    response to its haunt ability triggering, the haunt ability will resolve.
    But since the card can't be removed from the game, it won't haunt the
    target creature. [Guildpact FAQ 2005/12/22]
  502.51.Ruling.8 - The same applies for a token creature with haunt or a copy
    of an instant or sorcery spell with haunt.  The haunt ability will trigger
    and target a creature in play, but the token or spell copy will have
    vanished from the graveyard by the time the ability resolves.  It can't be
    removed from the game and won't haunt the targeted creature.
    [Guildpact FAQ 2005/12/22]
  502.51.Ruling.9 - If a card that's haunting a creature leaves the
    removed-from-the-game zone due to a Wish (from the Judgment(TM) set),
    that card stops haunting that creature. [Guildpact FAQ 2005/12/22]
  502.51.Ruling.10 - The source of an ability that triggers when a haunted
    creature is put into a graveyard is the card with haunt in the
    removed-from-the-game zone.  The ability is controlled by the owner of
    that card. [Guildpact FAQ 2005/12/22]
  502.51.Ruling.11 - If a creature with haunt controlled by Player A but owned
    by Player B is put into a graveyard, Player A controls the haunt triggered
    ability.  That player chooses the target for the haunt ability and must
    remove the card from the game.  However, when the haunted creature is put
    into a graveyard, Player B will control the triggered ability of the card
    in the removed-from-the-game zone and will make any choices it requires.
    [Guildpact FAQ 2005/12/22]
  502.51.Ruling.12 - If a creature that has Haunt due to an effect (such as
    being a copy), when it goes to the graveyard, its Haunt ability will
    trigger, remove it from the game, and make it Haunt a target creature.
    The Haunt ability is lost when the creature left play, so it will not
    have any text saying that it does anything to the creature is haunting.
    As a result, it won't do anything other make that creature "haunted".
    [D'Angelo 2006/08/01]
 
502.53 - Forecast  502.52a - Replicate is a keyword that represents two abilities.  The first
    is a static ability that functions while the spell is on the stack.  The
    second is a triggered ability that functions while the spell is on the
    stack.  "Replicate [cost]" means "As an additional cost to play this
    spell, you may pay [cost] any number of times" and "When you play this
    spell, if a replicate cost was paid for it, copy it for each time its
    replicate cost was paid.  If the spell has any targets, you may choose new
    targets for any number of the copies."  Paying a spell's replicate cost
    follows the rules for paying additional costs in Rule 409.1b and
    Rule 409.1f through Rule 409.1h. [Guildpact FAQ 2005/12/22]
  502.52b - If a spell has multiple instances of replicate, each is paid
    separately and triggers based on the payments made for it, not any other
    instance of replicate. [Guildpact FAQ 2005/12/22]
  502.52.Ruling.1 - Copies created with replicate will have replicate
    abilities themselves.  However, since those copies aren't played, their
    replicate costs can't be paid and their replicate abilities won't trigger.
    [Guildpact FAQ 2005/12/22]
  502.52.Ruling.2 - Each copy is separate.  If one of them is
    countered (including the actual spell card), the rest remain on the
    stack. [Guildpact FAQ 2005/12/22]
  502.52.Ruling.3 - If the replicate trigger is countered (by the Scourge(TM)
    spell Stifle, for example), no replicate copies will be created.  The
    original spell will be unaffected. [Guildpact FAQ 2005/12/22]
  502.52.Ruling.4 - Replicate is a complex ability from a timing perspective.
    When you pay the Replicate cost while playing a spell, it puts one copy
    of a triggered ability on the stack.  If this ability is countered (as
    with Stifle), then it does not resolve.  When the ability resolves, it
    will create the appropriate number of copies of the original spell and put
    all those copies on the stack as independent spells.  These spells can be
    countered separately, but these spells were not played and do not trigger
    abilities that trigger on a spell being played.  If the original spell is
    countered (as with a Counterspell), then the ability will use the last
    known information of the countered spell when it resolves and will still
    make the copies. [D'Angelo 2006/04/11]
 
502.54 - Graft  502.53a - A forecast ability is a special kind of activated ability that can
    be played only from a player's hand.  It's written "Forecast - [Activated
    ability]." [CompRules 2006/05/01]
  502.53b - A forecast ability may be played only during the upkeep step of
    the card's owner and only once each turn.  The controller of the forecast
    ability reveals the card with that ability from his or her hand as the
    ability is played.  That player plays with that card revealed in his or
    her hand until the upkeep step ends or until it leaves the player's hand,
    whichever comes first. [CompRules 2006/05/01]
  502.53.Ruling.1 - You can play more than one forecast ability during upkeep,
    but each card's forecast ability can only be played once each upkeep.
    [Dissension FAQ 2006/04/13]
  502.53.Ruling.2 - If a player plays a forecast ability, then that card
    leaves the players hand, then it returns in the same upkeep, the forecast
    ability can be played again because it is considered to be a new object
    and not the same card. [Dissension FAQ 2006/04/13]
 
502.55 - Recover  502.54a - Graft represents both a static ability and a triggered ability.
    "Graft N" means "This permanent comes into play with N +1/+1 counters on
    it" and "Whenever another creature comes into play, if this permanent has
    a +1/+1 counter on it, you may move a +1/+1 counter from this permanent
    onto that creature." [CompRules 2007/02/01]
  502.54b - If a creature has multiple instances of graft, each one works
    separately. [CompRules 2006/05/01]
  502.54.Ruling.1 - When a creature comes into play, all Graft abilities will
    trigger separately.  As each one resolves, its controller chooses whether
    or not to move a counter. [Dissension FAQ 2006/04/13]
  502.54.Ruling.2 - The ability will still trigger even if the permanent with
    the Graft ability is not a creature. [Dissension FAQ 2006/04/13]
  502.54.Ruling.3 - If a creature with Graft comes into play at the same
    time as another creature, the ability will trigger.
    [Dissension FAQ 2006/04/13]
  502.54.Ruling.4 - Graft is not targeted, so you can move a counter onto
    a creature that cannot be targeted. [D'Angelo 2006/08/05]
 
502.56 - Ripple  502.55a - Recover is a triggered ability that functions only while the card
    with recover is in a player's graveyard.  "Recover [cost]" means "When a
    creature is put into your graveyard from play, you may pay [cost].  If you
    do, return this card from your graveyard to your hand.  Otherwise, remove
    this card from the game." [CompRules 2006/07/15]
  502.55.Ruling.1 - You get only one chance to use a card's recover ability. 
    The first time the ability triggers on a creature going to your graveyard,
    you either end up with the card in your hand or it is removed from the
    game. [Coldsnap FAQ 2006/06/14]
  502.55.Ruling.2 - If multiple creatures are put into your graveyard from
    play at the same time, the recover ability of a card already in your
    graveyard triggers that many times.  Only the first one to resolve will
    cause the card to move somewhere.  By the time any of the other triggers
    resolve, the card won't be in your graveyard anymore.  You can still pay
    the recover cost, but nothing else will happen. [Coldsnap FAQ 2006/06/14]
  502.55.Ruling.3 - If a creature with recover is put into your graveyard from
    play, it doesn't cause its own recover ability to trigger.  Similarly, if
    another creature is put into your graveyard from play at the same time
    that a card with recover is put there, it won't cause that recover ability
    to trigger. [Coldsnap FAQ 2006/06/14]
  Note - Also see Rule G18.5, "Recover".
 
502.57 - Flash  502.56a - Ripple is a triggered ability that functions while the card with
    ripple is on the stack.  "Ripple N" means "When you play this spell, you
    may reveal the top N cards of your library, or, if there are fewer than N
    cards in your library, you may reveal all the cards in your library.  If
    you reveal cards from your library this way, you may play any of those
    cards with the same name as this spell without paying their mana costs,
    then put all revealed cards not played this way on the bottom of your
    library in any order." [CompRules 2006/07/17]
  502.56b - If a spell has multiple instances of ripple, each triggers
    separately. [CompRules 2006/07/15]
  502.56.Ruling.1 - When you play a spell with ripple, the ripple ability will
    resolve before the spell does.  This is because Ripple triggers when the
    spell goes on the stack and ends up on top of it on the stack.
    [Coldsnap FAQ 2006/06/14]
  502.56.Ruling.2 - You are not required to play any spells with the same
    name, but if you don't play them they go on the bottom of your library
    with the other cards. [Coldsnap FAQ 2006/06/14]
  502.56.Ruling.3 - For each revealed card you choose to play, follow all the
    normal steps for playing it, though you won't have to pay its mana cost.
    Any additional costs are paid as normal.  All cards played this way go on
    the stack on top of the original spell, then all abilities that trigger
    when you play the new spells (including their ripple abilities) go on the
    stack on top of them. [Coldsnap FAQ 2006/06/14]
  Note - Also see Rule G18.19, "Ripple".
 
502.58 - Split Second  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 G6.8, "Flash".
 
502.59 - Suspend  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." [CompRules 2006/10/01]
  502.58b - Multiple instances of split second on the same spell are
    redundant. [CompRules 2006/10/01]
  502.58.Ruling.1 - Players still get priority while a card with Split Second
    is on the stack, but they cannot do as much with priority.
    [Time Spiral FAQ 2006/08/30]
  502.58.Ruling.2 - Does not prevent triggered abilities from triggering and
    being put on the stack. [Time Spiral FAQ 2006/08/30]
  502.58.Ruling.3 - Does not prevent players from performing special actions,
    such as turning a face down card face up. [Time Spiral FAQ 2006/08/30]
  502.58.Ruling.4 - If the resolution of a triggered ability involves playing
    a spell, that part of the effect won't work. [Time Spiral FAQ 2006/08/30]
  Note - Also see Rule G19.26, "Split Second".
 
502.60 - Vanishing  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]
  502.59.Ruling.1 - The phrase "if you could play this card from your hand"
    checks only for timing restrictions and permissions.  This includes both
    what's inherent in the card's type (for example, if the card with suspend
    is a creature, it must be your main phase and the stack must be empty)
    and what's imposed by other abilities, such as flash or Meddling Mage's 
    ability.  Whether you could actually follow all steps in playing the card
    is irrelevant.  If the card is impossible to play due to a lack of legal
    targets or an unpayable mana cost, for example, it may still be removed
    from the game with suspend. [Time Spiral FAQ 2006/08/30]
  502.59.Ruling.2 - If the second triggered ability of suspend resolves, the
    card's owner must play the spell if possible, even if that player doesn't
    want to.  Normal timing considerations for the spell are ignored (for
    example, if the suspended card is a creature and this ability resolves
    during your upkeep, you're able to play the card), but other play
    restrictions are not ignored. [Time Spiral FAQ 2006/08/30]
  502.59.Ruling.3 - The action of removing a card from the game using Suspend
    is a special action that does not use the stack and cannot be responded
    to. [Time Spiral FAQ 2006/08/30]
  502.59.Ruling.4 - If the second triggered ability of Suspend is countered,
    the card can't be played.  It remains in the removed-from-the-game zone
    without any time counters on it, and it is no longer considered suspended.
    [Time Spiral FAQ 2006/08/30]
  502.59.Ruling.5 - When playing the spell and it has an additional cost, you
    must pay that cost if possible. [Time Spiral FAQ 2006/08/30]
  502.59.Ruling.6 - If the spell cannot be played due to lack of legal
    targets or other restrictions, it stays in the removed-from-the-game zone
    and is no longer considered suspended. [Time Spiral FAQ 2006/08/30]
  502.59.Ruling.7 - Both Vanishing and Suspend use time counters.  These are
    the same counters and effects that deal with time counters affect both
    of these. [Planar Chaos FAQ 2006/12/13]
  502.59.Ruling.8 - If the card is "Suspend X", then you choose the value of
    X when suspending the spell and all X's on the card have that value.
    [Planar Chaos FAQ 2006/12/13]
  502.59.Ruling.9 - If a card has the suspend ability and is in the
    remove-from-game zone and it has time counters on it, then it is
    suspended, no matter how it got there.  If it has no time counters on it,
    however, it is not suspended. [Future Sight FAQ 2007/05/01]
  502.59.Ruling.10 - If a Land ends up suspended, when the last time counter
    is removed, you can play it only if it is your turn and you have not
    played a land (or have an effect that lets you play an additional land).
    It counts as playing your land for the turn.  You can do this even if it's
    not a legal time in your turn to play a land.  If it is another player's
    turn or you are unable to legally play a land, then the land remains
    removed from the game. [Future Sight FAQ 2007/05/01]
  Note - Also see Rule G19.42, "Suspend".
 
502.61 - Absorb  502.60a - Vanishing is a keyword that represents three
    abilities.  "Vanishing N" means "This permanent comes into play with N
    time counters on it," "At the beginning of your upkeep, if this permanent
    has a time counter on it, remove a time counter from it," and "When the
    last time counter is removed from this permanent, sacrifice it."
    [Planar Chaos FAQ 2006/12/13]
  502.60b - Vanishing without a number means "At the beginning of your upkeep,
    if this permanent has a time counter on it, remove a time counter from it"
    and "When the last time counter is removed from this permanent, sacrifice
    it." [Planar Chaos FAQ 2006/12/13]
  502.60c - If a permanent has multiple instances of vanishing, each works
    separately. [Planar Chaos FAQ 2006/12/13]
  502.60.Ruling.1 - Both Vanishing and Suspend use time counters.  These are
    the same counters and effects that deal with time counters affect both
    of these. [Planar Chaos FAQ 2006/12/13]
  502.60.Ruling.2 - The vanishing rules include an "intervening 'if' clause"
    that stops the counter-removing ability from triggering if there are no
    time counters on the permanent. [Planar Chaos FAQ 2006/12/13]
  502.60.Ruling.3 - If the last time counter is removed from a permanent with
    Vanishing and the sacrifice ability is countered, that permanent will
    remain in play indefinitely with no time counters on it.  Neither of
    Vanishing's two triggered abilities can possibly trigger again.
    [Planar Chaos FAQ 2006/12/13]
  502.60.Ruling.4 - If a permanent without time counters on it that's already
    in play becomes a copy of a permanent with vanishing, it will stay in play
    indefinitely.  If a permanent with one or more time counters on it that's
    already in play becomes a copy of a permanent with vanishing, it will
    vanish as normal. [Planar Chaos FAQ 2006/12/13]
 
502.62 - Aura Swap  502.61a - Absorb is a static ability.  "Absorb N" means "If a source would
    deal damage to this creature, prevent N of that damage."
    [CompRules 2007/05/01]
  502.61b - Each absorb ability can prevent only N damage from any one source
    at any one time.  It will apply separately to damage from other sources,
    or to damage dealt by the same source at a different time.
    [CompRules 2007/05/01]
  502.61c - If an object has multiple instances of absorb, each applies
    separately. [CompRules 2007/05/01]
 
502.63 - Deathtouch  502.62a - Aura swap is an activated ability of some Aura cards.  "Aura
    swap [cost]" means "[Cost]: You may exchange this permanent with an Aura
    card in your hand." [CompRules 2007/05/01]
  502.62b - If either half of the exchange can't be completed, the ability has
    no effect. [CompRules 2007/05/01]
    Example: You play the aura swap ability of an Aura.  The only Aura card in
    your hand can't enchant the permanent that's enchanted by the Aura with
    aura swap.  The ability has no effect. [CompRules 2007/05/01]
 Example: You play the aura swap ability of an Aura that you control but
    you don't own. The ability has no effect. [CompRules 2007/05/01]
  502.62.Ruling.1 - You are not required to find an Aura in your hand.  If
    you don't have one or choose not to use one you have, then do nothing.
    [Future Sight FAQ 2007/05/01]
  502.62.Ruling.2 - The exchange is simultaneous.  At no time will the
    permanent have no aura or both auras. [Future Sight FAQ 2007/05/01]
  502.62.Ruling.3 - If a non-aura gains this ability somehow, then the ability
    will not do anything. [Future Sight FAQ 2007/05/01]
 
502.64 - Delve  502.63a - Deathtouch is a triggered ability.  "Deathtouch" means "Whenever
    this permanent deals damage to a creature, destroy that creature."
    [CompRules 2007/05/01]
  502.63b - If a permanent has multiple instances of deathtouch, each triggers
    separately. [CompRules 2007/05/01]
  502.63.Ruling.1 - Does not trigger if all the damage is prevented.
    [Future Sight FAQ 2007/05/01]
  502.63.Ruling.2 - If the creature takes lethal damage, it will go to the
    graveyard before this ability even triggers.  If the creature regenerates
    or does not take lethal damage, then this ability will destroy that
    creature when it resolves. [Future Sight FAQ 2007/05/01]
 
502.65 - Fortify  502.64a - Delve is a static ability that functions while the spell that has
    it is on the stack.  "Delve" means "As an additional cost to play this
    spell, you may remove any number of cards in your graveyard from the game.
    Each card removed this way reduces the cost to play this spell by {1}."
    Using the delve ability follows the rules for paying additional costs in
    Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2007/05/01]
  502.64b - Multiple instances of delve on the same spell are redundant.
    [CompRules 2007/05/01]
  502.64.Ruling.1 - Delve does not affect the colored part of the cost.
    [Future Sight FAQ 2007/05/01]
  502.64.Ruling.2 - You can sacrifice a permanent to a mana ability to raise
    mana for the cost, then use that same card in the graveyard to pay the
    Delve cost.  For example, using Blood Pet to get one mana, then using
    Blood Pet's card to Delve. [Future Sight FAQ 2007/05/01]
 
502.66 - Frenzy  502.65a - Fortify is an activated ability of Fortification
    cards.  "Fortify [cost]" means "[Cost]: Attach this Fortification to
    target land you control.  Play this ability only any time you could play
    a sorcery." [CompRules 2007/05/01]
  502.65b - For more information about Fortifications, see
    Rule 212.2, "Artifacts." [CompRules 2007/05/01]
  502.65c - If a Fortification has multiple instances of fortify, any of its
    fortify abilities may be used. [CompRules 2007/05/01]
 
502.67 - Gravestorm  502.66a - Frenzy is a triggered ability.  "Frenzy N" means "Whenever this
    creature attacks and isn't blocked, it gets +N/+0 until end of turn."
    [CompRules 2007/05/01]
  502.66b - If a creature has multiple instances of frenzy, each triggers
    separately. [CompRules 2007/05/01]
 
502.68 - Lifelink  502.67a - Gravestorm is a triggered ability that functions on the
    stack.  "Gravestorm" means "When you play this spell, put a copy of it
    onto the stack for each permanent that was put into a graveyard from play
    this turn.  If the spell has any targets, you may choose new targets for
    any of the copies." [CompRules 2007/05/01]
  502.67b - If a spell has multiple instances of gravestorm, each triggers
    separately. [CompRules 2007/05/01]
 
502.69 - Poisonous  502.68a - Lifelink is a triggered ability.  "Lifelink" means "Whenever this
    permanent deals damage, you gain that much life."
    [CompRules 2007/05/01]
  502.68b - If a permanent has multiple instances of lifelink, each triggers
    separately. [CompRules 2007/05/01]
  502.68.Ruling.1 - If the permanent deals 3 damage to a 1/1 creature, it
    still deals 3 damage even though it only has a toughnes of 1, and you
    gain 3 life. [D'Angelo 2007/05/15]
 
502.70 - Reach  502.69a - Poisonous is a triggered ability.  "Poisonous N" means "Whenever
    this creature deals combat damage to a player, that player gets N poison
    counters." (For information about poison counters, see Rule 102.3d.)
    [CompRules 2007/05/01]
  502.69b - If a creature has multiple instances of poisonous, each triggers
    separately. [CompRules 2007/05/01]
  502.69.Ruling.1 - If all damage is prevented, then no poison counter is 
    given out. [Future Sight FAQ 2007/05/01]
 
502.71 - Transfigure  502.70a - Reach is a static ability. [CompRules 2007/05/01]
  502.70b - A creature with flying can't be blocked except by creatures with
    flying and/or reach. (See Rule 309, "Declare Blockers Step" and
    Rule 502.4, "Flying.") [CompRules 2007/05/01]
  502.70c - Multiple instances of reach on the same creature are redundant.
    [CompRules 2007/05/01]
 
502.72 - Champion  502.71a - Transfigure is an activated ability.  "Transfigure [cost]"
    means "[Cost], Sacrifice this permanent: Search your library for a
    creature card with the same converted mana cost as this permanent and put
    it into play.  Then shuffle your library.  Play this ability only any time
    you could play a sorcery." [CompRules 2007/05/01]
 
502.73 - Changeling  502.72a - Champion represents two triggered abilities.  "Champion
    an [object]" means "When this permanent comes into play, sacrifice it
    unless you remove another [object] you control from the game" and "When
    this permanent leaves play, return the removed card to play under its
    owner's control." [CompRules 2007/10/01]
  502.72b - The two abilities represented by champion are linked abilities as
    defined by Rule 217.7d. [CompRules 2007/10/01]
  502.72c - A permanent is "championed" by another permanent if the latter
    removes the former from the game as the direct result of a champion
    ability. [CompRules 2007/10/01]
  502.72.Ruling.1 - If a creature with champion leaves play before its
    comes-into-play ability resolves, its leaves-play ability will do nothing.
    Then its comes-into-play ability will resolve.  Its controller may remove
    a permanent of the appropriate quality he or she controls from the game.
    If the player does, that card won't come back.  If the player doesn't,
    nothing happens (because the creature with champion isn't around to be
    sacrificed.) [Lorwyn FAQ 2007/09/25]
  502.72.Ruling.2 - If a creature with champion loses the champion
    ability (due to Humble, for example) and then leaves play, champion's
    leaves-play ability won't trigger.  The removed card remains removed from
    the game. [Lorwyn FAQ 2007/09/25]
 
502.74 - Evoke  502.73a - Changeling is a characteristic-defining ability.  "Changeling"
    means "This object is every creature type."  This ability works in all
    zones.  See Rule 405.2. [CompRules 2007/10/01]
  502.73b - Multiple instances of changeling on the same object are redundant.
    [CompRules 2007/10/01]
  502.73.Ruling.1 - The rules that govern the interaction of continuous
    effects state that type-changing effects are applied before effects that
    add or remove abilities.  This causes some unusual things to happen.
    If an effect causes a creature with changeling to lose all creature types,
    the creature won't lose changeling, but it will lose all its creature
    types.  If an effect causes a creature with changeling to become a new
    creature type or types, the creature won't lose changeling, but it won't
    have all creature types anymore.  It will be just the new creature
    type(s).  If a card loses the changeling ability, it will still have all
    creature types.  It just won't have changeling. [Lorwyn FAQ 2007/09/25]
 
502.75 - Hideaway  502.74a - Evoke represents two abilities: a static ability that functions in
    any zone from which the card can be played and a triggered ability that
    functions in play.  "Evoke [cost]" means "You may play this card by
    paying [cost] rather than paying its mana cost" and "When this permanent
    comes into play, if its evoke cost was paid, its controller sacrifices
    it."  Paying a card's evoke cost follows the rules for paying alternative
    costs in Rule 409.1b and Rule 409.1f through Rule 409.1h.
    [CompRules 2007/10/01]
  502.74.Ruling.1 - Evoke does not change the type of the spell or change when
    it can be played.  So while it may make a permanent spell more like an
    instant, it is not actually making the spell into an instant.
    [D'Angelo 2007/10/20]
  502.74.Ruling.2 - If the card has any other "comes into play" abilities, its
    controller puts them on the stack in the order they want to.
    [Lorwyn FAQ 2007/09/25]
  502.74.Ruling.3 - If a creature spell played with evoke changes controllers
    before it comes into play, it will still be sacrificed when it comes into
    play.  Similarly, if a creature played with evoke changes controllers
    after it comes into play but before its sacrifice ability resolves, it
    will still be sacrificed. [Lorwyn FAQ 2007/09/25]
  502.74.Ruling.4 - If you're playing a spell "without paying its mana cost",
    you can't use its evoke ability. [Lorwyn FAQ 2007/09/25]
 
502.76 - Prowl  502.75a - Hideaway represents a static ability and a triggered ability.
    "Hideaway" means "This permanent comes into play tapped" and "When this
    permanent comes into play, look at the top four cards of your library.
    Remove one of them from the game face down and put the rest on the bottom
    of your library in any order.  As long as that card remains removed from
    the game, it may be looked at by any player who has controlled this
    permanent." [CompRules 2007/10/01]
  502.75.Ruling.1 - Some Hideaway cards have an ability that lets you play
    the removed card.  The ability is played any time you could play an 
    instant unless otherwise specified on the ability.  This is true even if
    the card itself is not an instant.  But any other restrictions on play
    still apply (such as "play only during combat"). [Lorwyn FAQ 2007/09/25]
  502.75.Ruling.2 - If the removed card is a land, you may play it as a result
    of the last ability only if it's your turn and you haven't already played
    a land that turn. This counts as your land play for the turn.
    [Lorwyn FAQ 2007/09/25]
  502.75.Ruling.3 - If the card removed with hideaway has been played or has
    otherwise left the removed-from-the-game zone, playing the hideaway land's
    last ability will have no effect. [Lorwyn FAQ 2007/09/25]
  Note - Also see Hideaway, Rule G8.5.
 
502.77 - Reinforce  502.76a - Prowl is a static ability that functions on the
    stack.  "Prowl [cost]" means "You may pay [cost] rather than pay this
    spell's mana cost if a player was dealt combat damage this turn by a
    source that, at the time it dealt that damage, was under your control and
    had any of this spell's creature types."  Paying a spell's prowl cost
    follows the rules for paying alternative costs in Rule 409.1b and
    Rule 409.1f through Rule 409.1h. [CompRules 2008/02/01]
  502.76b - If a source that assigned combat damage left play before combat
    damage resolved, its last known information is used to determine its
    controller and its creature types. [CompRules 2008/02/01]
  502.76.Ruling.1 - At the time you play a spell that has prowl, you look
    back over the course of the turn to check if the prowl condition has been
    met.  What matters is whether you controlled a permanent with any of the
    relevant creature types at the time it dealt combat damage, or whether you
    controlled such a permanent at the time it left play and its combat damage
    was on the stack.  It doesn't matter whether you still control the
    permanent or if its creature types are still the same.
    [Morningtide FAQ 2008/01/15]
  502.76.Ruling.2 - Although the prowl reminder text lists specific creature
    types, this is done for convenience only.  The prowl card's current
    creature types are what actually matter.  [Morningtide FAQ 2008/01/15]
  Note - Also see Prowl, Rule G16.29.
 
  502.77a - Reinforce is an activated ability that functions only while the
    card with reinforce is in a player's hand.  "Reinforce N-[cost]"
    means "[Cost], Discard this card: Put N +1/+1 counters on target
    creature." [CompRules 2008/02/01]
  502.77b - Although the reinforce ability is playable only if the card is in
    a player's hand, it continues to exist while the object is in play and in
    all other zones.  Therefore objects with reinforce will be affected by
    effects that depend on objects having one or more activated abilities.
    [CompRules 2008/02/01]
  Note - Also see Reinforce, Rule G18.8.
    
    
    This search based on the March 17, 2008 release of the Rulings.
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