This search based on the March 17, 2008 release of the Rulings.
G6.1 - Face Down
- G6.1a - Face-down spells on the stack, face-down permanents in play, and
face-down cards in the phased-out zone have no characteristics other than
those listed by the ability or rules that allowed the card, spell, or
permanent to be turned face down. Any listed characteristics are the
copiable values of that object's characteristics. [CompRules 2006/05/01]
- G6.1b - At any time, you may look at a face-down spell you control on the
stack, a face-down permanent you control, or a face-down card in the
phased-out zone you controlled when it phased out. You can't look at
face-down cards in any other zone (including cards "removed from tha game
face down"), face-down spells or permanents controlled by another player,
or face-down cards in the phased-out zone last controlled by another
player. [CompRules 2007/10/01]
- G6.1c - The ability or rules that allow a permanent to be turned face down
may also allow the permanent's controller to turn it face up. Spells
normally can't be turned face up. [CompRules 2006/05/01]
- G6.1d - If you control multiple face-down spells on the stack or face-down
permanents in play, you must ensure at all times that your face-down
spells and permanents can be easily differentiated from each other.
[CompRules 2003/07/01]
- Note - Also see Rule 504, "Face-Down Spells and Permanents," and
Rule 502.26, "Morph." [CompRules 2003/07/01]
G6.2 - Fading
- G6.2a - Fading is a keyword ability that represents two abilities.
"Fading N" means "This permanent comes into play with N fade counters on
it" and "At the beginning of your upkeep, remove a fade counter from this
permanent. If you can't, sacrifice the permanent."
[CompRules 2005/10/01]
- Note - Also see Rule 502.20, "Fading."
G6.3 - Fateseal
- G6.3a - To "fateseal N" means to look at the top N cards of an opponent's
library, put any number of them on the bottom of that library in any
order, and put the rest on top of that library in any order.
[CompRules 2007/05/01]
- Note - Also see Rule 501.9, "Fateseal."
G6.4 - Fear
- G6.4a - Fear is an evasion ability. A creature with fear can't be blocked
except by artifact creatures and/or black creatures.
[CompRules 2003/07/01]
- Note - Also see Rule 502.25, "Fear."
G6.5 - First Strike
- G6.5a - First strike is a static ability that modifies the rules for the
combat damage step. At the start of the combat damage step, if at least
one attacking or blocking creature has first strike or double strike (see
Rule 502.28), creatures without first strike or double strike don't assign
combat damage. Instead of proceeding to end of combat, the phase gets a
second combat damage step to handle the remaining creatures. See
Rule 502.2, "First Strike." [CompRules 2003/07/01]
G6.6 - Fizzle (Informal)
- G6.6a - The term "fizzle" is an informal term, used for when a spell or
ability was countered as a result of all its targets being missing or
illegal when it resolved. See Rule 413.2a. [CompRules 2007/10/01]
G6.7 - Flanking
- G6.7a - Flanking is a triggered ability that triggers during the declare
blockers step of the combat phase. "Flanking" means "Whenever this
creature becomes blocked by a creature without flanking, the blocking
creature gets -1/-1 until end of turn." [CompRules 2005/10/01]
- Note - Also see Rule 502.3, "Flanking."
G6.8 - Flash
- G6.8a - Flash is a static ability that functions in any zone from which you
could play the card it's on. "Flash" means "You may play this card any
time you could play an instant." [CompRules 2006/10/01]
- Note - Also see Rule 502.57, "Flash."
G6.9 - Flashback
- G6.9a - Flashback appears on some instants and sorceries. It represents two
static abilities: one functions while the card is in a player's graveyard
and the other functions while the card is on the
stack. "Flashback [cost]" means "You may play this card from your
graveyard by paying [cost] rather than paying its mana cost" and "If the
flashback cost was paid, remove this card from the game instead of putting
it anywhere else any time it would leave the stack." Playing a spell
using its flashback ability follows the rules for paying alternative costs
in Rule 409.1b and Rule 409.1f through Rule 409.1h.
[CompRules 2006/10/01]
- Note - Also see Rule 502.22, "Flashback."
G6.10 - Flavor Text
- G6.10a - This is text in italics (but not in parentheses) in the text box of
a card. It provides a mood or gives interesting background detail for the
game world but has no effect on play. [CompRules 2003/07/01]
- Note - Also see Rule 207.2.
G6.11 - Flip a Coin
- G6.11a - To flip a coin for an object that cares whether a player wins or
loses the flip, the affected player flips the coin and calls "heads"
or "tails." If the call matches the result, that player wins the flip.
Otherwise, the player loses the flip. Only the player who flips the coin
wins or loses the flip; no other players are involved.
[CompRules 2006/10/01]
- G6.11b - To flip a coin for an object that cares whether the coin comes up
heads or tails, each affected player flips a coin without making a call.
No player wins or loses this kind of flip. [CompRules 2006/07/15]
- G6.11c - If the coin that's being flipped doesn't have an obvious "heads"
or "tails," designate one side to be "heads," and the other side to
be "tails." Other methods of randomization may be substituted for
flipping a coin as long as there are two possible outcomes of equal
likelihood and all players agree to the substitution.
[CompRules 2006/07/15]
- Note - Also see Flipping a Coin, Rule 511.
G6.12 - Flip Cards
- G6.12a - Flip cards have a two-part card frame on a single card. The text
that appears right side up on the card defines the card's normal
characteristics. Additional alternative characteristics appear upside
down on the card. The back of a flip card is the normal
Magic: The Gathering card back. [CompRules 2006/10/01]
- G6.12b - The top half of a flip card contains the card's normal name, text
box, type line, power, and toughness. The text box usually contains an
ability that causes the permanent to "flip" if certain conditions are met.
The bottom half of a flip card contains an alternative name, text box,
type line, power, and toughness. These characteristics are used only if
the permanent is in play and only if the permanent is flipped.
[CompRules 2006/05/01]
- G6.12c - A flip card's color, mana cost, expansion symbol, illustration
credit, and legal text don't change if the permanent is flipped. Also,
any changes to it by external effects will still apply.
[CompRules 2006/05/01]
- G6.12d - In every zone other than the in-play zone, and also in the in-play
zone before the permanent flips, a flip card has only the normal
characteristics of the permanent. Once the flip permanent in the in-play
zone is flipped, the normal name, text box, type line, power, and
toughness of the flip permanent don't apply and the alternative versions
of those characteristics apply instead. [CompRules 2006/05/01]
- G6.12e - If you control a flip permanent, you must ensure that it's clear at
all times whether the permanent is flipped or not, both when it's
untapped and when it's tapped. Common methods for distinguishing between
flipped and unflipped permanents include using coins or dice to mark
flipped objects. [CompRules 2006/05/01]
- G6.12f - Flipping a permanent is a one-way process. Once a permanent is
flipped, it's impossible to flip the permanent back again. However, if
flipped permanent leaves play, it forgets its previous existence.
[CompRules 2006/05/01]
- G6.12g - If an effect tells you to name a card, you may name a flip card's
alternative name. [CompRules 2008/02/01]
- Note - Also see Rule 508, "Flip Cards."
G6.13 - Floor Rules
- G6.13a - The current DCI Magic: The Gathering Floor Rules can be found at
"http://www.wizards.com/default.asp?x=dci/doccenter/home".
[CompRules 2005/10/01]
G6.14- Flying
- G6.13a - Flying is an evasion ability. A creature with flying can't be
blocked by creatures without flying and/or reach. A creature with flying
can block a creature with or without flying. [CompRules 2007/05/01]
- Note - Also see Rule 502.4, "Flying."
- Note - Also see Rule 502.70, "Reach."
G6.15 - Forest
- G6.15a - "Forest" is one of the five basic land types. Any land with the
land type Forest has the ability "{Tap}: Add {G} to your mana pool." See
Rule 212.6h. [CompRules 2007/10/01]
G6.16 - Forestcycling
G6.17 - Forestwalk
G6.18 - Fortification
- G6.18a - Some artifacts have the subtype "Fortification." These artifacts
can be attached to (can "fortify") lands. They can't fortify objects that
aren't lands. A Fortification is played and comes into play just like any
other artifact. Fortification doesn't come into play fortifying a land.
The fortify keyword ability moves the Fortification onto a land you
control. (See Rule 502.65, "Fortify.") The land a Fortification is
attached to is called "fortified." The Fortification is attached to,
or "fortifies," that land. [CompRules 2007/05/01]
- G6.18b - A Fortification that's also a creature or a Fortification that loses
the subtype "Fortification" can't fortify a land. A Fortification can't
fortify itself. A Fortification that fortifies an illegal or nonexistent
permanent becomes unattached from that permanent, but remains in
play. (This is a state-based effect. See Rule 420.)
[CompRules 2007/05/01]
- Note - Also see Rule 502.65, "Fortify."
G6.19 - Fortify
- G6.19a - Fortify is an activated ability. "Fortify [cost]" means "[Cost]:
Attach this Fortification to target land you control. Play this ability
only any time you could play a sorcery."
- Note - Also see Rule 212.2, "Artifacts."
- Note - Also see Rule 502.65, "Fortify."
G6.20 - Free-for-All
- G6.20a - Free-for-All is a multiplayer variant in which a group of players
complete as individuals against each other. [CompRules 2005/08/01]
- Note - Also see Rule 605, "Free-for-All Variant."
G6.21 - Frenzy
- G6.21a - Frenzy is a triggered ability. "Frenzy N" means "Whenever this
creature attacks and isn't blocked, it gets +N/+0 until end of turn."
[CompRules 2007/05/01]
- Note - Also see Rule 502.66, "Frenzy."
This search based on the March 17, 2008 release of the Rulings.
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