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

G9.1 - If
  • G9.1a - See "Intervening 'If' Clause." [CompRules 2003/12/01]
G9.2 - Illegal Action
  • G9.2a - If a player realizes that he or she can't legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules. [CompRules 2003/07/01]
  • Note - Also see Rule 422, "Handling Illegal Actions."
G9.3 - Illegal Target
  • G9.3a - If a spell or ability specifies targets, it checks whether the targets are legal when it resolves. A target that's removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become illegal if its characteristics changed since the spell or ability was played or if an effect changed the text of the spell. See Rule 413.2a. [CompRules 2003/07/01]
G9.4 - Illustration
  • G9.4a - The illustration is printed on the upper half of a card and has no game significance. [CompRules 2003/07/01]
  • Note - Also see Rule 204, "Illustration."
G9.5 - Illustration Credit
  • G9.5a - The illustration credit for a card is printed directly below the text box. The credit has no effect on game play. [CompRules 2003/07/01]
  • Note - Also see Rule 210, "Information Below the Text Box."
G9.6 - Imprint
  • G9.6a - Imprint is an activated or triggered ability, written "Imprint - [text]," where "[text]" is an activated or triggered ability. Cards that are in the removed-from-the-game zone because they were removed from the game by an imprint ability are imprinted on the source of that ability. [CompRules 2005/08/01]
  • Note - Also see Rule 502.34, "Imprint."
G9.7 - Imprinted [quality] card
  • G9.7a - The phrase "imprinted [quality] card" means the card with that quality that's imprinted on the permanent. If a permanent has more than one card with that quality imprinted on it, each of those cards is an "imprinted [quality] card." [CompRules 2007/10/01]
  • G9.7b - Also see Rule 502.34, "Imprint."
G9.8 - In Play
  • G9.8a - In play is the zone in which permanents exist. When an artifact, creature, enchantment, or planeswalker spell resolves, it's put into the in-play zone as a permanent. When a land is played, it's put into the in-play zone as a permanent. Tokens also exist in this zone. [CompRules 2007/10/01]
  • Note - Also see Rule 217, "Zones."
G9.9 - Independent
  • G9.9a - An effect is said to "depend on" another if it is applied at the same time as the other effect, and applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to. Otherwise, the effect is considered to be independent of the first effect. [CompRules 2003/07/01]
  • Note - Also see Rule 418.5, "Interaction of Continuous Effects."
G9.10 - Indestructible
  • G9.10a - If a permanent is indestructible, rules and effects can't destroy it. Such permanents are not destroyed by lethal damage, and they ignore the lethal-damage state-based effect (see Rule 420.5c). Rules or effects may cause an indestructible permanent to be sacrificed, put into a graveyard, or removed from the game. [CompRules 2004/02/01]
G9.12 - Infinity Rule (Informal)
  • G9.12 - There's no such thing as "infinity" in the Magic rules. Occasionally the game can get into a state where a set of actions could be repeated forever. The "infinity rule" governs how to break such loops. [CompRules 2007/10/01]
  • Note - See Rule 421, "Handling 'Infinite' Loops."
G9.13 - Instant
  • G9.13a - Instant is a card type. A player may play instants whenever he or she has priority. An instant spell is put into its owner's graveyard as the last step of its resolution. Instant subtypes are called spell types (see Rule G19.23, Spell Types). [CompRules 2007/10/01]
  • Note - Also see Rule 212.5, "Instants."
  • Note - Also see Rule 409, "Playing Spells and Activated Abilities."
G9.14 - Instead
  • G9.14a - Effects that use the word "instead" are replacement effects. Most replacement effects use the word "instead" to indicate what events will be replaced with other events. [CompRules 2003/07/01]
  • Note - Also see Rule 419, "Replacement and Prevention Effects."
G9.15 - Interrupt (Obsolete)
  • G9.15a - Some older cards were printed with the card type "interrupt." All interrupt cards are now instant cards. All abilities that were played as interrupts are now played like normal activated abilities (and are mana abilities if they produce mana). [CompRules 2007/10/01]
G9.16 - Intervening "If" Clause
  • G9.16a - Triggered abilities with a condition directly following the trigger event (for example, "When/Whenever/At [trigger], if [condition], [effect]") check for the condition to be true as part of the trigger event; if it isn't, the ability doesn't trigger. The ability checks the condition again on resolution. If it's not satisfied, the ability does nothing. Note that this mirrors the check for legal targets. Note that this rule doesn't apply to any triggered ability with an "if" condition elsewhere within its text. See Rule 404.3. [CompRules 2003/12/01]
G9.17 - Island
  • G9.17a - "Island" is one of the five basic land types. Any land with the land type Island has the ability "{Tap}: Add {U} to your mana pool." See Rule 212.6h. [CompRules 2007/10/01]
G9.18 - Islandcycling G9.19 - Islandhome (Obsolete)
  • G9.19a - Some older cards were printed with the term islandhome, which means "This creature can't attack unless the defending player controls an Island" and "When you control no Islands, sacrifice this creature." Cards that previously had islandhome now simply have the two parts of islandhome written out without using the keyword. [CompRules 2003/07/01]
G9.20 - Islandwalk
  • G9.20a - See Landwalk.
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