This search based on the March 17, 2008 release of the Rulings.
G12.1 - Land
- 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."
G12.2 - Land Type
- 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".
G12.3 - Landwalk
- 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."
G12.4 - Last Known Information
- 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.
G12.5 - Layer
- 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."
G12.6 - Leaves Play
- 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]
G12.7 - Legal Text
- 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."
G12.8 - Legend (Obsolete)
- 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".
G12.9 - Legendary
- 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]
G12.10 - Lethal Damage
- 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]
G12.11 - Library
- 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]
G12.12 - Life, Life Total
- 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."
G12.13 - Lifelink
- 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."
G12.14 - LIFO (Informal)
- 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."
G12.15 - Limited Range of Influence
- 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."
G12.16 - Local Enchantment (obsolete)
- 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."
G12.17 - Lose the Game
- 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."
G12.18 - Loyalty
- 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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