This search based on the March 17, 2008 release of the Rulings.
G13.1 - Madness
- G13.1a - Madness is a keyword that represents two abilities.
"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]
- Note - Also see Rule 502.24, "Madness."
G13.2 - Main Game
- G13.2a - Some cards allow players to play a Magic subgame. The "main game"
is the game in which the spell or ability that created the subgame was
played. [CompRules 2005/10/01]
- Note - Also see Rule 506, "Subgames."
G13.3 - Main Phase
- G13.3a - The term "main phase" comprises the first main and second main
phases, also called the "precombat" and "postcombat" main phases.
Artifact, creature, enchantment, planeswalker, and sorcery spells may be
played only by the active player during his or her main phase, and only
when the stack is empty. A player may also play one land each turn during
his or her main phase. [CompRules 2007/10/01]
G13.4 - Mana
- G13.4a - Mana is the energy used to play spells and is usually produced by
lands. Mana is created by mana abilities (and sometimes by spells), and
it can be used to pay costs immediately or can stay in the player's mana
pool. See Rule 406, "Mana Abilities." [CompRules 2003/12/01]
- G13.4b - Colored mana costs, represented by colored mana symbols, can be
paid only with the appropriate color of mana. Generic mana costs can be
paid with any color of, or with colorless, mana. See Rule 104.3.
[CompRules 2003/07/01]
- G13.4c - The spell or ability that adds mana to a mana pool may restrict how
it can be used. An ability might produce mana that can be used only to
play creature spells or only to pay activation costs.
[CompRules 2003/07/01]
- G13.4d - The type of mana a permanent "could produce" is the type of mana
that any ability of that permanent can generate, taking into account any
applicable replacement effects. If the type of mana can't be defined,
there's no type of mana that that permanent could produce. The "type" of
mana is its color, or lack thereof (for colorless mana).
[CompRules 2004/06/01]
- G13.4.Ruling.1 - The type of mana does not include any restrictions that
might be placed on how the mana is spent. This was changed in
CompRules 2004/06/01. [D'Angelo 2005/10/01]
G13.5 - Mana Ability
- G13.5a - A mana ability is either activated or triggered. A mana ability
doesn't go on the stack--it resolves immediately. See Rule 411, "Playing
Mana Abilities." [CompRules 2003/07/01]
- G13.5b - A player may play an activated mana ability whenever he or she has
priority and whenever a rule or effect asks for a mana payment. This is
the only kind of ability that can be played in the middle of playing or
resolving a spell or ability. See Rule 406, "Mana Abilities."
[CompRules 2007/10/01]
G13.6 - Mana Burn
- G13.6a - When a phase ends, any unused mana remaining in a player's mana
pool is lost. The player loses 1 life for each mana lost this way. This
is called "mana burn." [CompRules 2003/07/01]
- Note - Also see Rule 300.3.
G13.7 - Mana Cost
- G13.7a - The mana cost of a card is indicated by the mana symbols printed on
its upper right corner. If a card has no mana symbols printed in its
upper right corner, it has no mana cost. Land cards and face-down spells
and permanents normally have no mana cost. Tokens have no mana cost
unless the effect that creates them specifies otherwise. A copy of an
object copies that object's mana cost. [CompRules 2005/08/01]
- Note - Also see Rule 203, "Mana Cost and Color."
G13.8 - Mana Pool
- G13.8a - When an effect creates mana, that mana goes into a player's mana
pool. From there, it can be used to pay for spells and abilities. The
mana can be used immediately to pay a cost, or stored in the mana pool for
use later in the phase. The mana pool is cleared at the end of each
phase. See also Mana Burn. [CompRules 2007/10/01]
G13.9 - Mana Source (Obsolete)
- G13.9a - Some older cards were printed with the card type "mana source."
All mana source cards are now instant cards. Abilities that used to read
"Play this ability as a mana source" are now mana abilities.
[CompRules 2007/10/01]
G13.10 - Mana Symbol
- G13.10a - The mana symbols are {W}, {U}, {B}, {R}, {G}, and {X};
the numerals {0}, {1}, {2}, {3}, {4}, and so on; the hybrid symbols
{W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U};
and the snow symbol {S}. See Rule 104.3. [CompRules 2007/10/01]
- G13.10b - Each of the colored mana symbols represents one colored mana: {W}
white, {U} blue, {B} black, {R} red, and {G} green. See Rule 104.3a.
[CompRules 2003/07/01]
- G13.10c - Numeral symbols (such as {1}) are generic mana costs and represent
an amount of mana that can be paid with any color of, or colorless, mana.
See Rule 104.3b. [CompRules 2003/07/01]
- G13.10d - The symbol {X} represents an unspecified amount of mana; when
playing a spell or activated ability with {X} in its cost, its controller
decides the value of that variable. See Rule 104.3c.
[CompRules 2007/10/01]
- G13.10e - Numeral symbols and variable symbols can also represent colorless
mana if they appear in the effect of a spell or of a mana ability that
reads "add [mana symbol] to your mana pool" or something similar. See
Rule 104.3d. [CompRules 2003/07/01]
- G13.10f - The symbol {0} represents zero mana and is used as a placeholder
when a spell or activated ability costs nothing to play. A spell or
ability whose cost is {0} must still be played the same way as one with a
cost greater than zero; it won't play itself automatically. See
Rule 104.3e. [CompRules 2003/07/01]
- G13.10g - Each of the hybrid mana symbols represents a cost which can be
paid with one of two colors: {W/U} in a cost can be paid with either white
or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or
red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W}
red or white, {G/W} green or white, and {G/U} green or blue. A hybrid
mana symbol is each of its component colors. See Rule 104.3f.
[CompRules 2007/05/01]
- G13.10h - The symbol {S} represents a cost that can be paid with one mana
produced by a snow permanent. See Rule 104.3h. [CompRules 2006/07/15]
G13.11 - Match
- G13.11a - A match is a series of Magic games and is important only for
tournament or league play. A two-player match usually consists of the
best two of three games, or sometimes the best three of five. A
multiplayer match usually consists of only one game. For more
information, consult the DCI Magic Floor Rules (
www.wizards.com/default.asp?x=dci/doccenter/home). [CompRules 2005/10/01]
G13.12 - Maximum Hand Size
- G13.12a - Each player's maximum hand size is normally seven cards, though
effects may modify this. As the first part of the active player's cleanup
step, if he or she has too many cards in his or her hand, that player
chooses and discards as many cards as needed to reduce his or her hand to
its maximum size (but no more than that). [CompRules 2003/07/01]
- Note - Also see Rule 314, "Cleanup Step."
G13.13 - Modal, Mode
- G13.13a - A spell or ability is modal if it is written "Choose one -",
"Choose two -", or "[a specified player] chooses one -." Modal spells and
abilities offer a choice of effects. A modal spell or ability's
controller must choose the mode as part of playing the spell or ability or
as part of putting the ability on the stack (in the case of triggered
abilities). See Rule 409.1b. If a mode has targets, a player can't
choose that mode unless all of its targets can be chosen. A modal
replacement effect's mode is chosen as it's applied; see Rule 419.6g.
[CompRules 2007/10/01]
G13.14 - Modular
- G13.14a - 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]
- Note - Also see Rule 502.35, "Modular".
G13.15 - Mono Artifact (Obsolete)
- G13.15a - Some older cards used the term "mono artifact" on the card's
type line. They were artifacts that had activated abilities that included
the tap symbol. Cards that were printed with the term "mono artifact" now
simply use "artifact." [CompRules 2003/12/01]
G13.16 - Monocolored
- G13.16a - A monocolored card has exactly one color. A colorless card isn't
monocolored. [CompRules 2006/05/01]
G13.17 - Morph
- G13.17a - Morph is a static ability that functions any time 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. [CompRules 2006/10/01]
- Note - Also see Rule 502.26, "Morph."
G13.18 - Mountain
- G13.18a - "Mountain" is one of the five basic land types. Any land with the
land type Mountain has the ability "{Tap}: Add {R} to your mana pool."
See Rule 212.6h. [CompRules 2007/10/01]
G13.19 - Mountaincycling
G13.20 - Mountainwalk
G13.21 - Move
- G13.21a - To move a counter means to take it from where it currently is and
put it onto an object. If the object the counter would move from has no
counters, or either that object or any possible objects the counter would
move onto are not longer in the correct zone when the effect would move
the counter, nothing happens. [CompRules 2006/07/15]
- G13.21b - Some older cards used "move" to describe taking an Aura on one
object and putting it onto another. These cards now say "attach."
[CompRules 2007/05/01]
G13.22 - Mulligan
- G13.22a - A player can "mulligan" by shuffling his or her hand back into his
or her library and drawing a new hand with one fewer card before taking
the first turn. Any player dissatisfied with his or her starting hand may
mulligan as often as he or she wishes, drawing one fewer card each time.
See Rule 101.4. [CompRules 2003/07/01]
- G13.22b - In a multiplayer game, the first time a player takes a mulligan,
he or she draws a new hand of seven cards rather than six cards.
Subsequent hands decrease by one card as normal. The Two-Headed Giant
variant employs more extensive changes to the mulligan rule; see
Rule 606.6a. [CompRules 2007/07/13]
G13.23 - Multicolored
- G13.23a - A multicolored card has two or more colors. Most multicolored
cards are printed with gold frames to reinforce this. See Rule 203.2.
[CompRules 2005/02/01]
- G13.23b - A multicolored object is affected by anything that singles out any
of its colors. For example, a black-and-green creature is destroyed by a
spell that reads, "Destroy all green creatures." Something that can't
affect a particular color doesn't affect a multicolored object with that
color, so that same creature can't be targeted by a spell or ability that
reads, "Destroy target nonblack creature." [CompRules 2003/07/01]
G13.24 - Multiplayer
- G13.24a - A multiplayer game is a game that begins with more than two
players. Games that begin with only two players aren't multiplayer games.
See Section 6, "Multiplayer Rules." [CompRules 2005/08/01]
This search based on the March 17, 2008 release of the Rulings.
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