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  | This search based on the March 17, 2008 release of the Rulings. 
G20.1 - Tap 
G20.2 - Tapped  G20.1a - To tap a permanent is to turn it sideways.  The tap symbol ({Tap}
    in these rules) in an activation cost means "Tap this permanent"--a
    permanent that's already tapped can't be tapped again to pay the cost.
    Creatures that haven't been under a player's control continuously since
    the beginning of his or her most recent turn can't use any ability of
    theirs with the tap symbol in the cost.  See Rule 104.4.
    [CompRules 2003/07/01]
 
G20.3 - Target  G20.2a - A permanent that's turned sideways is tapped.  Tapping permanents
    shows that they've been used.  Permanents untap during their controllers'
    untap steps. [CompRules 2003/07/01]
  Note - Also see Rule G19.31, "Status."
  Note - Also see Rule G20.1, "Tap."
  Note - Also see Rule G21.6, "Untap."
  Note - Also see Rule G21.7, "Untapped."
 
G20.4 - Team  G20.3a - Whenever the phrase "target [something]," where [something] is a
    phrase that describes an object, player, or zone, appears in a spell or
    ability, the controller of the spell or ability chooses something that
    matches whatever follows that word.  The choice of a spell or ability's
    targets is made when the spell or ability is played.  See Rule 415,
    "Targeted Spells and Abilities." [CompRules 2005/10/01]
  G20.3b - An instant or sorcery is targeted if the text that will be followed
    when it resolves uses the phrase "target [something]," where the
    "something" is a phrase that describes an object, player, or zone.  (If an
    activated or triggered ability of an instant or sorcery uses the word
    target, that ability is targeted, but the spell is not.) 
    [CompRules 2005/10/01]
  G20.3c - An activated or triggered ability is targeted if it uses the
    phrase "target [something]," where the "something" is a phrase that
    describes an object, player, or zone. [CompRules 2005/10/01]
  G20.3d - Aura spells are targeted, and their target is specified by their 
    "enchant" abilities.  They target the object or player they will
    enchant.  (See Rule 415.3.)  An Aura permanent doesn't target anything.
    [CompRules 2007/05/01]
  G20.3e - Neither Equipment spells nor Equipment permanents are
    targeted.  The same is true for Fortification spells and Fortification
    permanents.  (See Rule 415.3.)  An Equipment or Fortification may have
    abilities which are targeted. [CompRules 2007/05/01]
  G20.3f - A spell or ability on the stack can't target itself.
    [CompRules 2003/07/01]
  G20.3g - A spell that targets the same object, player, or zone more than
    once isn't a "spell with a single target." [CompRules 2005/10/01]
 
G20.5 - Teammate  G20.4a - In a multiplayer game between teams, players win or lose as a group
    rather than as individuals.  The Two-Headed Giant (see Rule 606),
    Emperor (see Rule 607), and Teams multiplayer variants (see Rule 609) all
    use teams. [CompRules 2007/10/01]
 
G20.6 - Teams  G20.5a - In a multiplayer game between teams, a player's teammates are the
    other players on his or her team, and the player's opponents are all
    players not on his or her team. [CompRules 2005/08/01]
 
G20.7 - Text Box  G20.6a - The Teams multiplayer variant involves two or more teams of equal
    size.  Players are seated so that no one is next to a teammate and each
    team is equally spaced out.  A player can't attack opponents who aren't
    seated next to him or her. [CompRules 2005/08/01]
  G20.6b - The Teams variant uses the following default options: (a) The
    recommended range of influence is 2 (see Rule 601) and (b) exactly one of
    the attack left, attack right, and attack multiple players options must be
    used (see Rule 604 and Rule 602).  The deploy creatures option isn't
    normally used in the Teams variant.  See Rule 609, "Teams Variant."
    [CompRules 2005/10/01]
 
G20.8 - Text-Changing Effect  G20.7a - The text box is printed below the illustration on a Magic card and
    contains rules text that defines the card's abilities, reminder text, and
    flavor text. [CompRules 2003/07/01]
  Note - Also see Rule 207, "Text Box."
 
G20.9 - Threshold  G20.8a - An effect that changes the text of an object changes only words
    that are used in the correct way (for example, a Magic color word being
    used as a color word, a lant type word used as a land type, or a creature
    type word used as a creature type).  The effect can't change a proper
    noun, such as a card name, even if that proper noun contains a word or a
    series of letters that is the same as a Magic color word, basic land type,
    or creature type. [CompRules 2005/10/01]
  Note - Also see Rule 418.6, "Text-Changing Effects."
 
G20.10 - Tie  G20.9a - Threshold used to be a keyword ability.  It is now an ability word
    and has no rules meaning.  All cards printed with the threshold keyword
    have received errata.  Updated wordings are available in the Oracle card
    reference. [CompRules 2006/10/01]
  Note - Also see Rule 502.23, "Threshold."
 
G20.11 - Timestamp Order  G20.10a - If an effect could result in a tie, the text of the spell or
    ability that created the effect will specify what to do in the event of a
    tie.  The Magic game has no default for ties. [CompRules 2003/07/01]
 
G20.12 - Token  G20.11a - An object's timestamp is the time it entered the zone it's
    currently in, with three exceptions: (1) If two or more objects enter a
    zone simultaneously, the active player determines their timestamp order at
    the time they enter that zone.  (2) Whenever an Aura, Equipment, or
    Fortification becomes attached to a permanent, the Aura, Equipment, or
    Fortification receives a new timestamp.  (3) Permanents that phase in keep
    the same timestamps they had when they phased out.  See Rule 418.5e.
    See also Depend On. [CompRules 2007/05/01]
  G20.11b - Continuous effects generated by static abilities have the same
    timestamp as the object that generated them.  Continuous effects generated
    by the resolution of a spell or ability receive a timestamp at the time
    they're created. [CompRules 2003/07/01]
 
G20.13 - Tombstone Icon  G20.12a - A token is a marker used to represent any permanent that isn't
    represented by a card.  Tokens are created by effects.  Tokens can be
    tapped and untapped just like cards, though an alternative to rotation
    might be needed to distinguish their status.  [CompRules 2003/07/01]
  Note - Also see Rule 216, "Tokens."
 
G20.14 - Total Casting Cost (Obsolete)  G20.13a - A tombstone icon appears to the left of the name of many Odyssey
    block cards with abilities that are relevant in a player's graveyard.  The
    purpose of the icon is to make those cards stand out when they're in a
    graveyard.  This icon has no effect on game play.  See Rule 104.5.
    [CompRules 2003/07/01]
 
G20.15 - Total Cost  G20.14a - Some older cards were printed with the term "total casting cost"
    to describe the converted mana cost of a spell.  In general, cards that
    were printed with the term "total casting cost" now use the term 
    "converted mana cost." [CompRules 2003/07/01]
 
G20.16 - Toughness  G20.15a - The total cost of a spell or activated ability is the mana cost,
    activation cost, or alternative cost, plus all cost increases and minus
    all cost reductions.  See Rule 409.1f. [CompRules 2003/07/01]
 
G20.17 - Tournament  G20.16a - Toughness is a characteristic that only creatures have.  The
    number after the slash printed on the lower right corner of a creature
    card is its toughness.  See Rule 208, "Power/Toughness."
    [CompRules 2007/10/01]
  G20.16b - A creature that's been dealt damage greater than or equal to its
    toughness (and greater than 0) has been dealt lethal damage and is
    destroyed.  This is a state-based effect; see Rule 420.
    [CompRules 2007/10/01]
  G20.16c - Some creature cards have toughness represented by * instead of a
    number.  The object has a characteristic-setting ability that sets its
    toughness according to some stated condition.  This ability functions in
    all zones. [CompRules 2007/05/01]
  G20.16d - A noncreature permanent has no toughness, even it it's a card with
    a toughness printed on it (such as a Licid that's become an Aura).
    [CompRules 2006/05/01]
 
G20.18 - Trample  G20.17a - A tournament is an organized event where players compete against
    other players to win prizes.  See the Tournament Locator on the
    MagicTheGathering.com Tournament Center 
    page (www.wizards.com/default.asp?x=mtgcom/tournamentcenter) to find
    tournaments in your area. [CompRules 2004/06/01]
 
G20.19 - Transfigure  G20.18a - Trample is a static ability modifying the combat damage step of
    the combat phase.  It lets an attacking creature "trample over" blocking
    creatures and assign part of its combat damage to the player or
    planeswalker it's attacking. [CompRules 2007/10/01]
  Note - Also see Rule 502.9, "Trample."
 
G20.20 - Transmute  G20.19a - Transfigure is an activated ability.  "Transfigure [cost]"
    means "[Cost], Sacrifice this permanent: Search your library for a
    creature card with the same converted mana cost as this permanent and put
    it into play.  Then shuffle your library.  Play this ability only any time
    you could play a sorcery". [CompRules 2007/05/01]
  Note - Also see Rule 502.71, "Transfigure."
 
G20.21 - Tribal  G20.20a - Transmute is an activated ability that functions only while the
    card with transmute is in a player's hand.  "Transmute [cost]" means 
    "[Cost], Discard this card: Search your library for a card with the same
    converted mana cost as the discarded card, reveal that card, and put it
    into your hand.  Then shuffle your library.  Play this ability only any
    time you could play a sorcery." [CompRules 2005/10/01]
  Note - Also see Rule 502.48, "Transmute."
 
G20.22 - Trigger, Triggered Ability  G20.21a - Tribal is a card type.  Each tribal card has another card type.
    Playing and resolving a tribal card follows the rules for playing and
    resolving a card of the other card type.  The set of tribal subtypes is
    the same as the set of creature subtypes; these subtypes are called
    creature types. [CompRules 2007/10/01]
  Note - Also see Rule G3.36, "Creature Types."
  Note - Also see Rule 212.8, "Tribals."
 
G20.23 - Trigger Condition  G20.22a - A triggered ability begins with the word "when," "whenever," or 
    "at."  Whenever the trigger event occurs, the ability goes on top of the
    stack the next time a player would receive priority.
    [CompRules 2003/07/01]
  Note - Also see Rule 404, "Triggered Abilities."
 
G20.24 - Turn Marker  G20.23a - A triggered ability begins with the word "when," "whenever," or 
    "at."  The phrase containing one of these words is the trigger condition,
    which defines the trigger event. [CompRules 2003/07/01]
  Note - Also see Rule 404, "Triggered Abilities."
 
G20.25 - Two-Headed Giant  G20.24a - The Grand Melee multiplayer variant allows multiple players to
    take turns at the same time.  Moving turn markers keep track of which
    players are currently taking turns.  Each turn marker represents both an
    active player's turn and an individual stack. [CompRules 2007/10/01]
  Note - Also see Rule 608, "Grand Melee Variant."
 
G20.26 - Type  G20.25a - The Two-Headed Giant variant has two unique features.  Each
    two-player team has a shared life total, which starts at 30 life, and each
    team has takes turns rather than each player.  Each team's creatures also
    attack the other team rather than individual players.  The additional
    rules for the Two-Headed Giant variant explain how the timing of team
    turns works. [CompRules 2007/05/01]
  Note - Also see Rule 606, "Two-Headed Giant Variant."
 
G20.27 - Type-Changing Effect  G20.26a - The "type" of an object is its card type or, more broadly, its
    card type, subtype, and/or supertype.  Cards, tokens, permanents, and
    spells all have types.  Abilities don't have types. [CompRules 2007/10/01]
  G20.26b - The card type (and subtype and supertype, if applicable) of a card
    is printed directly below the illustration. [CompRules 2007/10/01]
  Note - Also see Rule 205, "Type Line."
  Note - Also see Rule 212, "Card Type, Supertype, and Subtype." 
 
G20.28 - Typecycling  G20.27a - A type-changing effect is an effect that changes the card type,
    subtype, and/or supertype of an object.  It's generated by a type-changing
    ability.  See Rule 418.5a. [CompRules 2007/10/01]
 
G20.29 - Type Line  G20.28a - "Typecycling" is a generic term; a card's rules text usually names
    a specific subtype, such as "plainscycling." [CompRules 2007/05/01]
  G20.28b - Typecycling is an activated ability.  "Plainscycling [cost]"
    means "[Cost], Discard this card: Search your library for a Plains card,
    reveal it, and put it into your hand.  Then shuffle your library."
    [CompRules 2007/05/01]
  Note - Also see Rule 502.18, "Cycling."
 
  G20.29a - The type (and subtype and supertype, if applicable) of a card is
    printed directly below the illustration. [CompRules 2003/07/01]
  Note - Also see Rule 205, "Type Line," and Rule 212, "Type, Supertype, and
    Subtype."
    
    
    This search based on the March 17, 2008 release of the Rulings.
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