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  | This search based on the March 17, 2008 release of the Rulings. 
G12.1 - Land 
G12.2 - Land Type  G12.1a - Land is a card type.  Lands aren't spells and don't go on the
    stack; they are simply played from the hand.  The active player may play a
    land once each turn during his or her main phase when he or she has
    priority and the stack is empty.  If an object is both a land and another
    type, it can only be played as a land.  It can't be played as a spell.
    [CompRules 2007/10/01]
  Note - Also see Rule 212.6, "Lands."
 
G12.3 - Landwalk  G12.2a - Land subtypes are always a single word and are listed after a long
    dash: "Land - Locus, Land - Urza's Mine," etc.  Land subtypes are also
    called land types.  [CompRules 2007/05/01]
  G12.2b - Note that "basic," "legendary," and "nonbasic" aren't land types.
    See also Basic Land Type. [CompRules 2004/10/01]
  G12.2c - The list of land types, updated through the Morningtide set, is as
    follows: Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains,
    Power-Plant, Swamp, Tower, Urza's [CompRules 2008/02/01]
  Note - Also see Rule 212.6, "Lands."
  Note - Also see Rule G2.3, "Basic Land Type".
 
G12.4 - Last Known Information  G12.3a - "Landwalk" is a generic term; a card's rules text will give a
    specific property to look for, such as "islandwalk."
  G12.3b - Landwalk is an evasion ability.  A creature with landwalk is
    unblockable as long as the defending player controls at least one land
    which has the specified subtype or supertype. [CompRules 2003/07/01]
  Note - Also see Rule 502.6, "Landwalk."
 
G12.5 - Layer  G12.4a - The last known information about an object is the information that
    it had just before it left the zone it was in.  Effects use last known
    information if a specific object they require information from isn't in
    the zone it's expected to be in (unless the effect divides damage).
    See Rule 413.2f. [CompRules 2007/05/01]
  G12.4b - If an effect requires information about a specific player in a
    multiplayer game and that player has left the game, the effect uses the
    last known information about that player before he or she left the game.
    See rule 600.4e. [CompRules 2007/10/01]
  Note - Also see Rule 412.4, Rule 412.5, Rule 413.2a, and Rule 413.2f for
    other references to last known information.
 
G12.6 - Leaves Play  G12.5a - Continuous effects are applied in order, in six layers: (1) copy
    effects (see Rule 503, "Copying Objects"); (2) control-changing 
    effects; (3) text-changing effects; (4) type-changing effects (which
    includes effects that change an object's card type, subtype, and/or
    supertype); (5) all other continuous effects, except those that change
    power and/or toughness, and (6) power- and/or toughness-changing effects.
    Inside layer 6, effects are applied in a series of sublayers.
    [CompRules 2007/10/01]
  Note - Also see Rule 418.5, "Interaction of Continuous Effects."
 
G12.7 - Legal Text  G12.6a - A permanent leaves play when it moves from the in-play zone to any
    other zone.  See Rule 410.10c. [CompRules 2003/07/01]
  G12.6b - If a token leaves play, it ceases to exist.  This is a state-based
    effect.  See Rule 420.5. [CompRules 2003/07/01]
  G12.6c - If a permanent leaves play and later returns to play, it's treated
    as an entirely new permanent with no "memory" of anything from its former
    existence.  (Phasing is an exception to this; see Rule 502.15, "Phasing.")
    Permanents that phase out also don't trigger any comes-into-play or
    leaves-play abilities. [CompRules 2005/10/01]
 
G12.8 - Legend (Obsolete)  G12.7a - Legal text (the fine print at the bottom of the card) lists the
    copyright information.  It has no effect on game play. 
    [CompRules 2003/07/01]
  Note - Also see Rule 210, "Information Below the Text Box."
 
G12.9 - Legendary  G12.8a - Many creature cards were printed with the creature type "Legend."
    All of these cards have been given errata to have the legendary supertype.
    Legend is no longer a creature type. [CompRules 2004/10/01]
  Note - Also see Rule G12.9, "Legendary".
 
G12.10 - Lethal Damage  G12.9a - Legendary is a supertype that may apply to any permanent
    type ("Legendary Land," "Legendary Artifact," and so on).
    [CompRules 2007/10/01]
  G12.9b - If two or more legendary permanents with the same name are in
    play, all are put into their owners' graveyards.  This "legend rule" is a
    state-based effect.  See Rule 420.5. [CompRules 2005/10/01]
  G12.9c - If a legendary permanent's types or subtypes change, this doesn't
    change its supertypes. The permanent will still be legendary.
    [CompRules 2004/10/01]
 
G12.11 - Library  G12.10a - Lethal damage is an amount of damage greater than or equal to a
    creature's toughness.  A creature with lethal damage, but greater than 0
    toughness, is destroyed.  This is a state-based effect.  See Rule 420.5.
    [CompRules 2003/07/01]
 
G12.12 - Life, Life Total  G12.11a - The library is the zone from which a player draws cards.  When a
    game begins, each player's deck becomes his or her library.  See
    Rule 217.2, "Library." [CompRules 2003/07/01]
 
G12.13 - Lifelink  G12.12a - Life total is a sort of score.  Each player starts the game 
    with 20 life.  Any increase in a players life total is considered to be
    gaining life.  Any decrease in a player's life total is considered to be
    losing life.  A player whose life total drops to 0 or less loses.  This
    is a state-based effect.  See Rule 420.5. [CompRules 2003/10/01]
  G12.12.Ruling.1 - There is no upper limit on your life total.  It can go
    into the thousands if you find a way to do so. [D'Angelo 2006/01/20]
  Note - Also see Rule 215, "Life."
 
G12.14 - LIFO (Informal)  G12.13a - Lifelink is a triggered ability.  "Lifelink" means "Whenever this
    permanent deals damage, you gain that much life." [CompRules 2007/05/01]
  Note - Also see Rule 502.68, "Lifelink."
 
G12.15 - Limited Range of Influence  G12.14a - An acronym for "Last In, First Out," LIFO is the order in which
    spells and abilities resolve after going on the stack.  The last played is
    resolved first. [CompRules 2003/07/01]
  Note - Also see Rule 409, "Playing Spells and Activated Abilities," and
    Rule 413, "Resolving Spells and Abilities."
 
G12.16 - Local Enchantment (obsolete)  G12.15a - Limited range of influence is an optional rule used in some
    multiplayer games.  A player's range of influence is the maximum distance
    from that player, measured in player seats, that the player can affect.
    Players within that many seats of the player are within that player's
    range of influence.  Objects controlled by players within a player's range
    of influence are also within that player's range of influence.  Range of
    influence covers spells, abilities, effects, damage dealing, attacking,
    making choices, and winning the game. [CompRules 2007/10/01]
  G12.15b - The limited range of influence option is always used in the
    Emperor variant (see Rule 607), Grand Melee variant (see Rule 608), and
    it's often used for games involving five or more players.
    [CompRules 2007/10/01]
  Note - Also see Rule 601, "Limited Range of Influence Option."
 
G12.17 - Lose the Game  G12.16a - Some older cards used the term "local enchantment" for
    enchantments that are attached to other permanents while they're in play.
    These cards now have the Aura subtype. [CompRules 2005/08/01]
  Note - Also see Rule G1.30, "Aura."
  Note - Also see Rule G5.6, "Enchantment."
 
G12.18 - Loyalty  G12.17a - There are several ways to lose the game.  A player can concede the
    game at any time; a player who concedes loses the game immediately.  If a
    player's life total is 0 or less, he or she loses the game the next time a
    player would receive priority (this is a state-based effect; see
    Rule 420).  If a player attempts to draw a card from an empty library, he
    or she loses the game the next time a player would receive priority (this
    is a state-based effect; see Rule 420).  If a player has ten or more
    poison counters, he or she loses the game the next time a player would
    receive priority. (this is a state-based effect; see Rule 420).  If a
    player would both win and lose simultaneously, he or she loses.  In a
    multiplayer game between teams, a team loses the game if all players on
    that team have lost. [CompRules 2006/10/01]
  Note - Also see Rule 102, "Winning and Losing."
 
  G12.18a - Loyalty is a characteristic that only planeswalkers have.  Each
    planeswalker card has a loyalty number printed in its lower right corner.
    This indicates its loyalty while it's not in play, and it also indicates
    that the planeswalker comes into play with that many loyalty counters on
    it. [CompRules 2007/10/01]
  G12.18b - Damage dealt to a planeswalker causes that many loyalty counters to
    be removed from it. [CompRules 2007/10/01]
  G12.18c - A planeswalker with loyalty 0 is put into its owner's graveyard.
    This is a state-based effect; see Rule 420. [CompRules 2007/10/01]
  Note - Also see Rule 209, "Loyalty."
    
    
    This search based on the March 17, 2008 release of the Rulings.
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