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

G16.1 - Pass
  • G16.1a - To pass is to decline to take any action (usually playing a spell or ability) when you have priority. When a player passes, his or her opponent receives priority. [CompRules 2003/07/01]
  • Note - Also see Rule 408.1, "Timing, Priority, and the Stack."
G16.2 - Pass in Succession
  • G16.2a - To pass in succession means that all players pass without playing any spells, playing any abilities, or performing any special actions in between. If all players pass in succession, the spell, ability, or combat damage on top of the stack resolves. If the stack is empty, the phase or step ends. [CompRules 2005/08/01]
  • Note - Also see Rule 408.1, "Timing, Priority, and the Stack."
G16.3 - Pay
  • G16.3a - Playing most spells and activated abilities requires paying costs; see Rule 409, "Playing Spells and Activated Abilities." Declaring attackers (see Rule 308, "Declare Attackers Step") and declaring blockers (see Rule 309, "Declare Blockers Step") can also require paying costs. [CompRules 2003/07/01]
  • G16.3b - Paying mana is done by removing the indicated amount of mana from the player's mana pool. Any time a player is asked to pay mana, mana abilities may be played. Mana abilities must be played before the costs are paid. Paying life subtracts the indicated amount of life from the player's life total. A player can't pay more mana than the amount of mana in his or her mana pool or more life than his or her life total. Zero life or zero mana can always be paid, even if the player has less than zero life. Unpayable costs can't be paid. [CompRules 2007/05/01]
  • G16.3c - To pay any cost, the player carries out the instructions specified by the spell, ability, or effect. It's illegal to attempt paying a cost when unable to successfully follow the instructions. For example, a player can't pay a cost that requires tapping a creature if that creature is already tapped. [CompRules 2003/07/01]
  • G16.3d - Each payment applies to only one spell or ability. For example, a player can't sacrifice just one creature to play the activated abilities of two permanents that require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn't pay another spell or ability's cost, even if part of its effect is doing the same thing the other cost asks for. [CompRules 2003/07/01]
G16.4 - Permanent
  • G16.4a - A permanent is any card or token in the in-play zone. See Rule 214, "Permanents." [CompRules 2003/07/01]
G16.5 - Permanent Card
  • G16.5a - A permanent card is a card that isn't in play but could be put into play. Specifically, it means an artifact, creature, enchantment, land, or planeswalker card. [CompRules 2007/10/01]
G16.6 - Permanently (Obsolete)
  • G16.6a - Certain older cards were printed with the term "permanently" to indicate effects with no expiration. This term is no longer used. [CompRules 2005/10/01]
    Example: An ability that originally read "Gain control of target creature permanently" would now read as follows: "Gain control of target creature." This effect grants control of the permanent until something else changes the controller or it leaves play. It doesn't make the permanent immune to other control effects. [CompRules 2005/10/01]
G16.7 - Phase
  • G16.7a - Each turn is divided into five phases: beginning, precombat main, combat, postcombat main, and end. See Section 3, "Turn Structure." [CompRules 2003/12/01]
G16.8 - Phased Out
  • G16.8a - The phased-out zone is a special zone for permanents with phasing that are temporarily out of play. [CompRules 2003/07/01]
  • Note - Also see Rule 217.8, "Phased Out".
  • Note - Also see Rule 502.15, "Phasing".
G16.9 - Phasing
  • G16.9a - Phasing is a static ability that causes a permanent to leave play and later return, without losing its "memory." [CompRules 2003/07/01]
  • Note - Also see Rule 502.15, "Phasing."
G16.10 - Pile
  • G16.10a - If a player is asked to separate a group of objects into two or more piles, the objects do not leave the zone they're currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained. A pile can contain zero or more objects. [CompRules 2003/07/01]
G16.11 - Plains
  • G16.11a - "Plains" is one of the five basic land types. Any land with the land type Plains has the ability "{Tap}: Add {W} to your mana pool." See Rule 212.6h. [CompRules 2007/10/01]
G16.12 - Plainscycling G16.13 - Plainswalk
  • G16.12a - See Landwalk. [CompRules 2003/07/01]
G16.14 - Planeswalker
  • G16.14a - Planeswalker is a card type. The active player may play planeswalkers during his or her main phase when the stack is empty. When a planeswalker spell resolves, its controller puts it into play under his or her control. [CompRules 2007/10/01]
  • Note - Also see Rule 212.9, "Planeswalkers."
G16.15 - Planeswalker Type
  • G16.15a - Planeswalker subtypes are always a single word and are listed after a long dash: "Planeswalker - Jace." Planeswalker subtypes are also called planeswalker types. [CompRules 2007/10/01]
  • G16.15b - The list of planeswalker types, updated through the Morningtide set, is as follows: Ajani, Chandra, Garruk, Jace, Liliana. [CompRules 2008/02/01]
G16.16 - Play
  • G16.16a - The act of playing a spell, land, or ability involves announcing the action and taking the necessary steps to complete it. [CompRules 2003/07/01]
  • G16.16b - Playing a spell or activated ability requires paying any costs and choosing any required modes and/or targets. See Rule 409, "Playing Spells and Activated Abilities." [CompRules 2003/07/01]
  • G16.16c - Playing a land simply requires choosing a land card from the hand and putting it into play. See Rule 212.6, "Lands." [CompRules 2003/07/01]
  • G16.16d - Playing a mana ability requires paying any costs, then immediately resolving the ability. See Rule 411, "Playing Mana Abilities." [CompRules 2003/07/01]
  • G16.16e - Triggered abilities and static abilities aren't played-they happen automatically. See Rule 410, "Handling Triggered Abilities," and Rule 412, "Handling Static Abilities." [CompRules 2007/10/01]
G16.17 - Play/Draw (Informal)
  • G16.17a - Whoever plays first in a two-player game skips his or her first draw step. This is referred to as the play/draw rule. [CompRules 2005/08/01]
  • G16.17b - In a Two-Headed Giant multiplayer game, the team that goes first skips its first draw step (see Rule 606, "Two-Headed Giant Variant"). Other multiplayer variants don't use the play/draw rule. [CompRules 2005/08/01]
  • Note - Also see Rule 101, "Starting the Game."
G16.18 - Player
  • G16.18a - A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players. See Rule 200.3. [CompRules 2005/10/01]
G16.19 - Poison Counter
  • G16.19a - Some cards, including those with the poisonous ability, give poison counters to players. If a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. [CompRules 2007/10/01]
  • Note - Also see Rule 420, "State-Based Effects."
G16.20 - Poisonous
  • G16.20a - Poisonous is a triggered ability. "Poisonous N" means "Whenever this creature deals combat damage to a player, that player gets N poison counters." [CompRules 2007/05/01]
  • Note - Also see Rule 502.69, "Poisonous."
G16.21 - Poly Artifact (Obsolete)
  • G16.21a - Some older cards used the term "poly artifact" on the card's type line. They were artifacts that had activated abilities that don't include the tap symbol. Cards that were printed with the term "poly artifact" now simply use "artifact." [CompRules 2003/12/01]
G16.22 - Postcombat
  • G16.22a - The second main phase in each turn is called the postcombat main phase. If an effect causes a turn to have an extra combat phase and another main phase, the additional one is also a postcombat main phase. [CompRules 2003/07/01]
  • Note - Also see Rule 305, "Main Phase."
G16.23 - Power
  • G16.23a - Power is a characteristic that only creatures have. The number before the slash printed on the lower right corner of a creature card is its power. See Rule 208, "Power/Toughness." [CompRules 2007/10/01]
  • G16.23b - Creatures that attack or block assign combat damage equal to their power. See Rule 310, "Combat Damage Step." [CompRules 2003/07/01]
  • G16.23c - Some creature cards have power represented by * instead of a number. The object has a characteristic-defining ability that sets its power according to some stated condition. This ability functions in all zones. [CompRules 2007/05/01]
  • G16.23d - A noncreature permanent has no power, even if it's a card with a power printed on it (such as a Licid that's become an Aura). [CompRules 2006/05/01]
G16.24 - Precombat
  • G16.24a - The first main phase in each turn is called the precombat main phase. [CompRules 2003/07/01]
  • Note - Also see Rule 305, "Main Phase."
G16.25 - Prevention Effect
  • G16.25a - Effects that prevent something from happening replace it with "do nothing." (See Rule 419, "Replacement and Prevention Effects.") A prevention effect must be active before the event it's intended to prevent. [CompRules 2003/07/01]
  • G16.25b - Effects generated by the resolution of a spell or ability that prevent a specific amount of damage act as "shields" and stay active until that amount of damage has been prevented or the turn ends. The damage doesn't have to be dealt by a single source or all at once. [CompRules 2007/05/01]
  • G16.25c - Effects generated by static abilities that prevent a specific amount of damage prevent only the indicated amount of damage from any applicable source at any given time. [CompRules 2007/05/01]
  • G16.25d - Effects that prevent the next damage from a specific source apply the next time that source would deal damage, regardless of the amount. These effects expire when the turn ends. See Rule 419.8, "Sources of Damage." [CompRules 2003/07/01]
G16.26 - Priority
  • G16.26a - The player who has the option to play a spell or ability at any given time has priority. See Rule 408, "Timing of Spells and Abilities." [CompRules 2003/07/01]
  • G16.26b - Each time a spell, an ability (other than a mana ability), or combat damage resolves, and at the beginning of most phases and steps, the active player receives priority. If a player has priority when he or she plays a spell, ability, or land, or takes a special action, he or she receives priority afterward. When a player passes in a two-player game, his or her opponent receives priority. [CompRules 2006/05/01]
  • G16.26c - If all players pass in succession, the spell, ability, or combat damage on top of the stack resolves or, if the stack is empty, the phase or step ends. [CompRules 2005/08/01]
  • G16.26d - Each time a player would get priority, all applicable state-based effects resolve first as a single event (see Rule 420). Then, if any new state-based effects have been generated, they resolve as a single event. This process repeats until no more applicable state-based effects are generated. Then triggered abilities are added to the stack (see Rule 410). These steps repeat in order until no further state-based effects or triggered abilities are generated. [CompRules 2003/07/01]
  • G16.26e - In the Two-Headed Giant multiplayer variant, teams rather than individual players have prioirty. See Rule 606, "Two-Headed Giant Variant." [CompRules 2005/10/01]
G16.27 - Protection
  • G16.27a - Protection is a static ability written "Protection from [quality]." [CompRules 2003/10/01]
  • G16.27b - A permanent or player with protection can't be targeted by spells with the stated quality and can't be targeted by abilities from a source with the stated quality. [CompRules 2007/05/01]
  • G16.27c - A permanent or player with protection can't be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners' graveyards as a state-based effect. (See Rule 420, "State-Based Effects.") [CompRules 2007/05/01]
  • G16.27d - A permanent with protection can't be equipped by Equipment that has the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent, but remain in play. (See Rule 420, "State-Based Effects.") [CompRules 2007/05/01]
  • G16.27e - Any damage that would be dealt to a permanent or player with protection from sources having that quality is prevented. [CompRules 2007/05/01]
  • G16.27f - Attacking creatures with protection can't be blocked by creatures taht have the stated quality. [CompRules 2007/10/01]
  • Note - Also see Rule 502.7, "Protection."
G16.28 - Provoke
  • G16.28a - Provoke is a triggered ability. "Provoke" means "Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature." [CompRules 2003/07/01]
  • Note - Also see Rule 502.29, "Provoke."
G16.29 - Prowl
  • G16.29a - Prowl is a static ability that functions on the stack. "Prowl [cost]" means "You may pay [cost] rather than pay this spell's mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell's creature types." Paying a spell's prowl cost follows the rules for paying alternative costs in Rules 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2008/02/01]
  • Note - Also see Rule 502.76, "Prowl."
G16.30 - Public Information (Informal)
  • G16.30a - Some information within a Magic game is known by all players. For example, permanents in play, spells and abilities on the stack, and cards in graveyards are all public information. The number of cards in players' libraries and hands is also public information, even though contents of those libraries and hands are hidden information. [CompRules 2005/02/01]
  • Note - Also see Rule G8.4, "Hidden Information".
G16.31 - Put Into Play
  • G16.31a - If an effect instructs a player to put an object into play, that object is not considered "played." [CompRules 2003/07/01]
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