This search based on the March 17, 2008 release of the Rulings.
G5.1 - Echo
- G5.1a - Echo is a triggered ability. "Echo [cost]" means "At the beginning
of your upkeep, if this permanent came under your control since the
beginning of your last upkeep, sacrifice it unless you pay its echo
cost." Urza block cards with the echo ability were printed without an
echo cost; these cards have been given errata to have an echo cost equal
to their mana cost. [CompRules 2006/10/01]
- Note- Also see Rule 502.19, "Echo."
G5.2 - Effect
- G5.2a - "Ability" and "effect" are often confused with one another. When a
spell or ability resolves, it may create one or more one-shot or
continuous effects. Static abilities may create one or more continuous
effects. Some effects are replacement effects or prevention effects.
State-based effects are not created by spells or abilities; they are
generated by specific states of the game. [CompRules 2003/07/01]
- Note - Also see Rule 416, "Effects."
G5.3 - Emperor
- G5.3a - Emperor is a multiplayer variant with its own rules. The Emperor
variant involves two or more teams of three players each. Each team sits
together on one side of the table. Each team has one emperor, who sits in
the middle of the team. The remaining players on the team are generals
whose job is to protect the emperor. In addition to the normal rules for
winning and losing, a team loses if its emperor loses the game.
[CompRules 2005/08/01]
- G5.3b - The Emperor variant uses the following default multiplayer
options: (a) The range of influence is limited to 2 for emperors and 1 for
generals (see Rule 601), (b) Emperor games use the deploy creatures
option (see Rule 603), and (c) A player can attack only an opponent seated
immediately next to him or her. [CompRules 2007/10/01]
- Note - Also see Rule 607, "Emperor Variant."
G5.4 - Enchant
- G5.4a - Enchant is a static ability, written "Enchant [object or player]."
The enchant ability restricts what an Aura spell can target and what an
Aura can enchant. [CompRules 2007/05/01]
- Note - Also see Rule 502.45, "Enchant."
- Note - Also see Rule 212.4, "Enchantment."
G5.5 - Enchant Player
- G5.5a - Auras with the "enchant opponent" or "enchant player" ability can
target and be attached to players. Such Auras can't target permanents and
can't be attached to objects. [CompRules 2007/05/01]
- Note - Also see Rule G1.30, "Aura."
- Note - Also see Rule G5.4, "Enchant."
G5.6 - Enchantment
- G5.6a - Enchantment is a card type. The active player can play enchantments
during his or her main phase when the stack is empty. See
Rule 212.4, "Enchantments." See also Global Enchantment,
Local Enchantment. [CompRules 2007/10/01]
- Note - Also see Rule G1.30, "Aura."
G5.7 - Enchantment Type
- G5.7a - Enchantment subtypes are always a single word and are listed after a
long dash: "Enchantment - Shrine." Enchantment subtypes are also called
enchantment types. [CompRules 2005/08/01]
- G5.7b - The list of enchantment types, updated through the Morningtide set,
is as follows: Aura, Shrine. [CompRules 2008/02/01]
G5.8 - End of Combat Step
- G5.8a - The end of combat step is the fifth step of the combat phase. A
player may play spells and abilities during this step whenever he or she
has priority. [CompRules 2003/07/01]
- Note - Also see Rule 311, "End of Combat Step."
G5.9 - Ending the Turn
- G5.9a - One card (Time Stop) ends the turn when its resolves. When an
effect ends the turn, follow these steps in order: Remove every object on
the stack from the game. Remove all attacking and blocking creatures, if
any, from combat. Remove all planeswalkers from combat. Check
state-based effects. The current step and/or phase ends. The game skips
straight to the cleanup step. [CompRules 2007/10/01]
- Note - Also see Rule 509, "Ending the Turn."
G5.10 - End of Turn Step
- G5.10a - This is the first step of the end phase. A player may play spells
and abilities during this step whenever he or she has priority. See
Rule 313, "End of Turn Step." [CompRules 2003/07/01]
G5.11 - End Phase
- G5.11a - The end phase is the fifth and final phase of the turn. It has
two steps: end of turn and cleanup. [CompRules 2003/07/01]
- Note - Also see Rule 312, "End Phase."
G5.12 - Entwine
- G5.12a - Entwine is a static ability that functions while the spell is on
the stack. "Entwine [cost]" means "You may choose to use all modes of
this spell instead of just one. If you do, you pay an additional [cost]."
When the spell resolves, if the entwine cost was paid, follow the text of
each of the modes in the order they're written on the card.
[CompRules 2004/10/01]
- Note - Also see Rule 502.32, "Entwine."
G5.13 - Epic
- G5.13a - Epic represents both a static ability and a delayed triggered
ability. "Epic" means, "For the rest of the game, you can't play spells,"
and "At the beginning of each of your upkeeps, copy this spell except for
its epic ability. If the spell has any targets, you may choose new
targets for the copy." [CompRules 2005/10/01]
- Note - Also see Rule 502.44, "Epic."
G5.14 - Equip
- G5.14a - Equip is an activated ability. "Equip [cost]" means
"[Cost]: Attach this Equipment to target creature you control. Play this
ability only any time you could play a sorcery." [CompRules 2005/10/01]
- Note - Also see Rule 212.2, "Artifacts."
- Note - Also see Rule 502.33, "Equip."
G5.15 - Equipment
- G5.15a - Some artifacts have the subtype "Equipment." These artifacts can
be attached to (can "equip") creatures. They can't equip objects that
aren't creatures. An Equipment is played and comes into play just like
any other artifact. Equipment doesn't come into play equipping a
creature. The equip keyword ability moves the Equipment onto a creature
you control. (See Rule 502.33, "Equip.") The creature an Equipment is
attached to is called "equipped." The Equipment is attached to,
or "equips," that creature. [CompRules 2003/12/01]
- G5.15b - An Equipment that's also a creature or an Equipment that loses the
subtype "Equipment" can't equip a creature. An Equipment can't equip
itself. An Equipment that equips an illegal or nonexistent permanent
becomes unattached from that permanent, but remains in play. (This is a
state-based effect.") See Rule 420. [CompRules 2005/08/01]
- Note - Also see Rule 212.2g through Rule 212.2k for additional rules on
Equipment.
G5.16 - Evasion Ability
- G5.16a - Evasion abilities restrict what creatures can block an attacking
creature. These are static abilities that modify the declare blockers
step of the combat phase. [CompRules 2003/07/01]
- Note - Also see Rule 500.3a.
G5.17 - Event
- G5.17a - Anything that happens in a game is an event. Multiple events may
take place during the resolution of a spell or ability. The text of
triggered abilities and replacement effects defines the event they're
looking for. One "happening" may be treated as a single event by one
ability and as multiple events by another.
Example: If an attacking creature is blocked by two defending creatures,
this is one event for a triggered ability that reads "Whenever [name]
becomes blocked" but two events for a triggered ability that reads
"Whenever [name] becomes blocked by a creature." [CompRules 2003/07/01]
G5.18 - Evoke
- G5.18a - Evoke is a keyword ability that represents two abilities: a static
ability that functions in any zone from which the card can be played and a
triggered ability that functions in play. "Evoke [cost]" means "You may
play this card by paying [cost] rather than paying its mana cost"
and "When this permanent comes into play, if its evoke cost was paid, its
controller sacrifices it." Paying a card's evoke cost follows the rules
for paying alternative costs in Rule 409.1b and Rule 409.1f through
Rule 409.1h. [CompRules 2007/10/01]
- Note - Also see Rule 502.74, "Evoke."
G5.19 - Exchange
- G5.19a - A spell or ability may instruct two players to exchange
something (for example, life totals or control of two permanents) as part
of its resolution. When such a spell or ability resolves, if it can't
exchange the chosen things, it has no effect on them.
Example: If a spell attempts to exchange control of two target creatures
but one of those creatures is destroyed before the spell resolves, the
spell does nothing to the other creature. Or if a spell attempts to
exchange control of two target creatures but both of those creatures are
controlled by the same player, the spell does nothing to the two
creatures. [CompRules 2003/07/01]
- G5.19b - When control of two permanents is exchanged, each player
simultaneously gains control of the permanent that was controlled by the
other player. [CompRules 2003/07/01]
- G5.19c - When life totals are exchanged, each player gains or loses the
amount of life necessary to equal the other player's previous life total.
Replacement effects may modify these gains and losses, and triggered
abilities may trigger on them. [CompRules 2003/07/01]
- G5.19d - Some spells or abilities may instruct a player to exchange cards
in one zone with cards in a different zone (for example, cards removed
from the game and cards in a player's hand). These spells and abilities
work the same as other "exchange" spells and abilities, except they can
exchange the cards only if all the cards are owned by the same player.
[CompRules 2003/12/01]
- G5.19e - If a card in one zone is exchanged with a card in a different zone,
and either of them is attached to an object, that card stops being
attached to that object and the other card becomes attached to that
object. [CompRules 2007/05/01]
- G5.19f - If a spell or ability instructs a player to simply exchange two
zones, and one of the zones is empty, the cards in the zones are still
exchanged. [CompRules 2003/07/01]
G5.20 - Expansion Symbol
- G5.20a - The small icon normally printed below the right edge of the
illustration on a Magic card is the expansion symbol. It indicates the
set in which the card was published. Cards reprinted in a core set or
another expansion receive its expansion symbol. Spells and abilities that
affect cards from a particular expansion only affect cards with that set's
expansion symbol. The first five editions of the core set had no
expansion symbol. See Rule 206, "Expansion Symbol. Visit the products
section of www.magicthegathering.com for the full list of expansions and
expansion symbols (www.wizards.com/default.asp?x=magic/products/cardsets).
[CompRules 2006/10/01]
- G5.20b - Players may include cards from any printing in their constructed
decks if those cards appear in sets allowed in that format (or allowed by
the Magic Floor Rules). See the Magic Floor Rules for the current
definitions of the constructed formats (
www.wizards.com/default.asp?x=dci/doccenter/home). [CompRules 2005/10/01]
G5.21 - Extra Turn
- G5.21a - Some spells and abilities can give a player extra turns. They do
this by adding the turns directly after the current turn. If a player
gets multiple extra turns or if multiple players get extra turns during a
single turn, the extra turns are added one at a time. The most recently
created turn will be taken first. [CompRules 2005/08/01]
- G5.21b - The Grand Melee multiplayer variant has special rules to handle
what happens when extra turns are created. See Rule 608, "Grand Melee
Variant." [CompRules 2007/10/01]
- Note - Also see Rule 300.6.
This search based on the March 17, 2008 release of the Rulings.
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