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This search based on the March 17, 2008 release of the Rulings.

G1.1 - Ability
  • G1.1a - "Ability" and "effect" are often confused with one another. An instruction in an object's text is an ability. The result of following such an instruction is an effect. For more information, see Section 4, "Spells, Abilities, and Effects." [CompRules 2003/07/01]
  • G1.1b - When an activated ability is played, it goes onto the stack and stays there until it's countered, it resolves, or it otherwise leaves the stack. [CompRules 2005/10/01]
  • G1.1c - When an effect states that an object "gains" or "has" an ability, it's granting that object an ability. If an effect defines a property of an object ("[card or permanent] is [property]"), it's not granting an ability. For example, an Aura might read, "Enchanted creature is red." The enchantment isn't granting an ability of any kind; it's simply changing the enchanted creature's color to red. [CompRules 2005/08/01]
G1.2 - Ability Word
  • G1.2a - An ability word appears in italics at the beginning of some abilities on cards. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. [CompRules 2005/08/01]
G1.3 - Absorb
  • G1.3a - Absorb is a static ability that prevents damage. "Absorb N" means "If a source would deal damage to this creature, prevent N of that damage." Each absorb ability can prevent only N damage from any one source at any one time. [CompRules 2007/05/01]
  • Note - Also see Rule 502.61, "Absorb."
G1.4 - Activated Ability
  • G1.4a - An activated ability is written as "activation cost: effect." By paying the activation cost, a player may play such an ability whenever he or she has priority. [CompRules 2003/07/01]
  • Note - Also see Rule 403, "Activated Abilities."
G1.5 - Activation Cost
  • G1.5a - The activation cost of an activated ability is everything before the colon in "activation cost: effect." It must be paid to play the ability.
    Example: The activation cost of an ability that reads "{2},{Tap}: You gain 1 life" is two mana of any color plus tapping the permanent. [CompRules 2003/07/01]
  • Note - Also see Rule 403, "Activated Abilities."
G1.6 - Active Player
  • G1.6a - The active player is the player whose turn it is. The active player gets priority at the start of each phase or step (except for the untap and cleanup steps), after any spell or ability (except a mana ability) resolves, and after combat damage resolves. [CompRules 2003/07/01]
  • Note - Also see Rule 200.3.
G1.7 - Active Player, Nonactive Player Order
  • Note - See Rule G1.8, "Active Player, Nonactive Player Rule".
G1.8 - Active Player, Nonactive Player Rule
  • G1.8a - Whenever multiple players are instructed to make choices at the same time, the active player makes all his or her choices first, then the nonactive players do so in turn order. This is called the "Active Player, Nonactive Player order" rule, or "APNAP order" rule. See Rule 103.4. This rule is modified for Two-Headed Giant play; see Rule 606.6d. [CompRules 2007/05/01]
  • Note - Also see Rule 103.4.
G1.9 - Active Team
  • G1.9a - In the Two-Headed Giant multiplayer variant, the active team is the team whose turn it is. The active team gets priority at the start of each phase or step (except for the untap and cleanup steps), after any spell or ability (except a mana ability) resolves, and after combat damage resolves. [CompRules 2007/10/01]
  • Note - Also see Rule 606.6d.
G1.10 - Additional Cost
  • G1.10a - Some spells have additional costs listed in their text. These are paid at the same time the player pays the spell's mana cost. See Rule 409, "Playing Spells and Activated Abilities." [CompRules 2003/07/01]
G1.11 - Affinity
  • G1.11a - 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." The affinity ability only reduces generic mana costs. It doesn't reduce how much colored mana you have to pay for a spell. [CompRules 2007/05/01]
  • Note - Also see Rule 502.31, "Affinity."
G1.12 - Alternative Cost
  • G1.12a - The rules text of some spells reads, "You may [action] rather than pay [this object's] mana cost," or includes the phrase, "you may play [this object] without paying its mana cost." These are alternative costs. Only one such alternative cost can be applied to any one spell. Other spells and abilities that ask for a spell's mana cost still see the actual mana cost, not what was paid to play the spell. If an effect requires paying additional costs to play a spell, it still applies to the alternative cost. [CompRules 2005/10/01]
  • Note - Also see Rule 409.1b, "Playing Spells and Activated Abilities."
G1.13 - Amplify
  • G1.13a - 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]
  • Note - Also see Rule 502.27, "Amplify."
G1.14 - Ante (Obsolete)
  • G1.14a - Earlier versions of the Magic rules included an ante rule as a way of playing "for keeps." Playing Magic games for ante is now considered an optional variation on the game, and it is allowed only where it's not forbidden by law or by other rules. Playing for ante is strictly forbidden under DCI tournament rules. [CompRules 2003/07/01]
  • G1.14b - When using the ante rule, each player puts one random card from his or her deck into his or her ante zone at the beginning of the game. At the end of the game, the winner becomes the owner of the cards in each player's ante zone. [CompRules 2003/07/01]
  • Note - Also see Rule 217.9, "Ante."
G1.15 - APNAP Order
  • G1.15a - See Rule G1.7, "Active Player, Nonactive Player Order". [CompRules 2003/07/01]
G1.16 - Artifact
  • G1.16a - Artifact is a card type. The active player can play artifacts during his or her main phase when the stack is empty. When an artifact spell resolves, its controller puts it into play under his or her control. [CompRules 2007/10/01]
  • Note - Also see Rule 212.2, "Artifacts."
G1.17 - Artifact Creature
  • G1.17a - An artifact creature is a combination of artifact and creature, and it's subject to the rules for both. [CompRules 2007/05/01]
  • Note - Also see Rule 212.2, "Artifacts."
G1.18 - Artifact Land
  • G1.18 - An artifact land is a combination of artifact and land, and it's subject to the rules for both. (See Rule 212.2, "Artifacts.") Artifact lands can only be played as lands. [CompRules 2007/05/01]
G1.19 - Artifact Type
  • G1.19a - Artifact subtypes are always a single word and are listed after a long dash: "Artifact - Equipment." Artifact subtypes are also called artifact types. [CompRules 2007/05/01]
  • G1.19b - The list of artifact types, updated through the Morningtide(tm) set, is as follows: Contraption, Equipment, Fortification. [CompRules 2008/02/01]
G1.20 - "As Though"
  • G1.20a - Text that states a player may do something "as though" some condition were true or a creature can do something "as though" some condition were true applies only to the stated action. For purposes of that action, treat the game exactly as if the stated condition is true. For all other purposes, treat the game normally. [CompRules 2005/10/01]
  • G1.20b - If two cards state that a player (or creature) may do the same thing "as though" different conditions were true, both conditions could apply. If one "as though" effect satisfies the requirements for another "as though" effect, then both effects will apply. [CompRules 2005/10/01]
G1.21 - Assign Combat Damage
  • G1.21a - As the combat damage step begins, the active player or team announces how each attacking creature will assign its combat damage. Then the defending player(s) announces how each blocking creature will assign its combat damage. All assignments of combat damage go on the stack as a single entry. [CompRules 2005/10/01]
  • Note - Also see Rule 310, "Combat Damage Step".
G1.22 - Attach
  • G1.22a - To attach an Aura, Equipment, or Fortification to an object means to take it from where it currently is and put it onto that object. If the Aura, Equipment, or Fortification no longer exists or the object it will move onto is no longer in the correct zone when the effect would attach it, nothing happens. Similarly, an Aura, Equipment, or Fortification can't be attached to an object it couldn't enchant, equip, or fortify, respectively. The Aura, Equipment, or Fortification stays where it is, with two exceptions: If an Aura would phase in but can no longer enchant the object it was attached to, it phases in and is then put into its owner's graveyard as a state-based effect; and if an Aura is coming into play from the stack and there is no legal object for it to enchant, the Aura is put into its owner's graveyard instead of coming into play. If an effect tries to attach an Aura, Equipment, or Fortification to the object it's already attached to, the effect does nothing. [CompRules 2007/05/01]
  • G1.22b - Attaching an Aura in play to a different object causes the Aura to receive a new timestamp. Nothing else about the Aura changes. The Aura never left play, so no comes-into-play or leaves-play triggered abilities will trigger. If an ability of the moved Aura affecting "enchanted [object]" was on the stack when the Aura moved, it will affect the new enchanted object when it resolves, not the old one. The same is true for moved Equipment and Fortifications. [CompRules 2007/05/01]
G1.23 - Attack
  • G1.23a - A creature attacks when it's declared as an attacker during the combat phase. (See Rule 308, "Declare Attackers Step.") Playing a spell or ability (even during the combat phase) is never considered to be an attack. [CompRules 2005/10/01]
G1.24 - Attack Alone
  • G1.24a - A creature is attacking alone when it's the only creature declared as an attacker in a given combat phase. [CompRules 2003/07/01]
  • Note - Also see Rule 306.5.
G1.25 - Attacking Creature
  • G1.25a - A creature becomes an attacking creature when (a) it's declared as part of a legal attack during the combat phase and (b) all costs to attack, if any, have been paid. It remains an attacking creature until it's removed from combat, it stops being a creature, its controller changes, or the combat phase ends. A creature may also be put into play attacking. Attacking creatures don't exist outside of the combat phase. [CompRules 2007/10/01]
  • Note - Also see Rule 308, "Declare Attackers Step."
G1.26 - Attack Left Option
  • G1.26a - Some multiplayer games use the optional "attack left" rules. If the attack left option is used, a player can attack only an opponent seated immediately to his or her left. If a player's nearest opponent to the left is more than one seat away, the player can't attack. See Rule 604, "Attack Left and Attack Right Options." [CompRules 2005/08/01]
G1.27 - Attack Multiple Players Option
  • G1.27a - Some multiplayer games allow the active player to attack multiple opponents. Each of the attacked players is a defending player. Each defending player can block only the creatures attacking him or her. See Rule 602, "Attack Multiple Players Option." [CompRules 2005/08/01]
G1.28 - Attack Right Option
  • G1.28a - Some multiplayer games use the optional "attack right" rules. If the attack right option is used, a player can attack only an opponent seated immediately to his or her right. If a player's nearest opponent to the right is more than one seat away, the player can't attack. See Rule 604, "Attack Left and Attack Right Options." [CompRules 2005/08/01]
G1.29 - Attacks and Isn't Blocked
  • G1.29a - An ability that triggers when a creature "attacks and isn't blocked" triggers when the creature becomes an unblocked attacking creature. [CompRules 2003/07/01]
  • Note - Also see Rule 309.2f.
G1.30 - Aura
  • G1.30a - Some enchantments have the subtype "Aura." An Aura spell requires a target whose properties are indicated by its enchant keyword ability. An Aura permanent comes into play attached to the object or player the spell targeted. [CompRules 2007/05/01]
  • G1.30b - An Aura can enchant only a permanent or player whose properties are indicated by its enchant keyword ability. An Aura attached to an illegal object, or not attached to an object or player, is put into its owner's graveyard. (This is a state-based effect. See Rule 420.) [CompRules 2007/05/01]
  • Note - Also see Rule 212.4, "Enchantments."
  • Note - Also see Rule 502.45, "Enchant."
G1.31 - Aura Swap
  • G1.31a - 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." If either half of the exchange can't be completed, the ability has no effect. [CompRules 2007/05/01]
  • Note - Also see Rule 502.62, "Aura Swap."
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