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