============================================================================== Card Rulings Summary (CHANGES ONLY) Updated 2008/08/10 ============================================================================== Rulings are collected from many sources. See credits and disclaimer at the end of the file for details. This release is under the rules used by TENTH EDITION. Complete text is included for cards from all expansions. These rulings have been updated monthly with the most recent version available on the web (WWW) as the following: http://www.crystalkeep.com/magic/rules A '+' is used to mark changes since the 2008/07/13 release. Thanx, Stephen. ---- Stephen D'Angelo | Crystal Keep Editor dangelo@crystalkeep.com | Former Wizards of the Coast NetRep ============================================================================== - - * - * - A - * - * - - Aerie Ouphes: + The ability does damage based on its power right before it left play. [Eventide FAQ 2008/07/08] + Note - Also see Persist, Rule 502.79. Altar Golem: + Note - Also see Trample, Rule 502.9. Antler Skulkin: + Note - Also see Persist, Rule 502.79. Ashling, the Extinguisher: + Note - Also see Legendary, Rule G12.9. - - * - * - B - * - * - - Balefire Liege: + A creature that is both red and white will get both bonuses. A spell that is both red and white will trigger both triggered abilities. [D'Angelo 2008/08/07] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Banishing Knack: + The text is effectively added to the target creature. That creature's controller is the only one that can play the ability, and only if the creature is able to use abilities with a {Tap} in the cost. [Eventide FAQ 2008/07/08] Battlegate Mimic: + See Rule 418.5a for the interaction of setting power/toughness to a specific value with other effects that alter power/toughness. [D'Angelo 2008/08/07] + Note - Also see First Strike, Rule 502.2. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Batwing Brume: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Beckon Apparition: + This spell is countered if the targeted card is not still in the graveyard when it resolves. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Token Creatures, Rule 216. Belligerent Hatchling: + If you play a spell that is both colors, you end up removing two counters. [Eventide FAQ 2008/07/08] + If it has no -1/-1 counters when the triggered ability resolves, then nothing happens. [Eventide FAQ 2008/07/08] + Note - Also see First Strike, Rule 502.2. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Bloodied Ghost: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Bloom Tender: + For each of the five colors, check if you control at least one permanent of that color. If you do, you get one mana of that color. [Eventide FAQ 2008/07/08] + This card will not produce colorless mana. [Eventide FAQ 2008/07/08] - - * - * - C - * - * - - Cache Raiders: + The ability isn't targeted. You choose the permanent during resolution, so no one will be able to respond to this spell after you make your choice. [Eventide FAQ 2008/07/08] Call the Skybreaker: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Retrace, Rule 502.81. + Note - Also see Token Creatures, Rule 216. Canker Abomination: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Cankerous Thirst: + You choose both targets (both may be the same creature) when playing this spell. During resolution (assuming the proper mana was spent) you choose if each effect will be applied. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Cascade Bluffs: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Cauldron Haze: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule 502.79. Cenn's Enlistment: + Note - Also see Retrace, Rule 502.81. + Note - Also see Token Creatures, Rule 216. Chaotic Backlash: + A permanent that is both white and blue is only counted once. [Eventide FAQ 2008/07/08] Clout of the Dominus: + If the creature is both colors, it get both sets of bonuses. [D'Angelo 2008/08/07] + Note - Also see Aura, Rule G1.30. + Note - Also see Haste, Rule 502.5. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Shroud, Rule 502.36. Cold-Eyed Selkie: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Landwalk, Rule 502.6. Crackleburr: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Crag Puca: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Switching Power and Toughness, Rule 418.5i. Creakwood Ghoul: + This spell is countered if the targeted card is not still in the graveyard on resolution. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Creakwood Liege: + A creature that is both black and green will get both bonuses. [D'Angelo 2008/08/07] + Since the token is both colors, it will get both bonuses. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Token Creatures, Rule 216. Crumbling Ashes: + This ability is mandatory, so if you are the only player who controls a creature with a -1/-1 counter on it, you must target one of your own creatures. [Eventide FAQ 2008/07/08] + You choose the target at the beginning of upkeep and must choose something that already has a -1/-1 counter on it. This means you can't give something a -1/-1 counter during upkeep prior to choosing a target. [Eventide FAQ 2008/07/08] + The ability will be countered if the targeted creature no longer has a -1/-1 counter when the ability resolves. [Eventide FAQ 2008/07/08] - - * - * - D - * - * - - Deathbringer Liege: + A creature that is both black and white will get both bonuses. A spell that it both black and white will trigger both abilities. [D'Angelo 2008/08/07] + The last ability can target an untapped creature, but it only destroys the creature if the creature is in a tapped state when the ability resolves. [Eventide FAQ 2008/07/08] + If you play a spell that is both black and white, both abilities will trigger and you can decide the order they go on the stack. This means you can first tap a creature, then destroy it. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Deity of Scars: + You can use the last ability and remove a counter using it even if there is no danger of this card being destroyed. It does protect the creature against the next attempt to destroy it, but it's useful enough to just remove a -1/-1 counter. [Eventide FAQ 2008/07/08] + Since removing a -1/-1 counter is a cost of the ability, you can't play the ability if there are no -1/-1 counters on it. [Eventide FAQ 2008/07/08] + Since removing a -1/-1 counter effectively raises the toughness of this creature, it may be tough enough to survive any damage that was going to be dealt to it and not need to regenerate. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Trample, Rule 502.9. Desecrator Hag: + You choose the card (if there is a choice) during resolution, so no one can respond to your choice. [Eventide FAQ 2008/07/08] + A creature with "*/*" for power toughness has those value filled in as per the ability that defines the value. See Rule 208.2. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Divinity of Pride: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Lifelink, Rule 502.68. Dominus of Fealty: + You can target a permanent you already control. If so, it untaps and gains haste. [Eventide FAQ 2008/07/08] + Note - Also see Haste, Rule 502.5. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Doomgape: + If you have no other creatures to sacrifice, you'll have to sacrifice this card to itself. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Trample, Rule 502.9. Double Cleave: + Note - Also see Double Strike, Rule 502.28. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Drain the Well: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Dream Thief: + It checks if you played a blue spell (other than itself) during its resolution, so you can play this, then respond to it with a blue spell and still have it trigger. [Eventide FAQ 2008/07/08] + The ability works fine even if this card is put into play without playing it as a spell. [Eventide FAQ 2008/07/08] Duergar Assailant: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Duergar Cave-Guard: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Wither, Rule 502.80. Duergar Hedge-Mage: + The triggered abilities check if you control the proper number of lands both at the time it triggers and when it is about to resolve. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Duergar Mine-Captain: + It give the bonus to creature that are attacking at the time the ability resolves. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Duskdale Wurm: + Note - Also see Trample, Rule 502.9. - - * - * - E - * - * - - Edge of the Divinity: + If a creature is both black and white, it gets both bonuses. [Eventide FAQ 2008/07/08] + Note - Also see Aura, Rule G1.30. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Endless Horizons: + If this leaves play, any Plains in the removed from game zone stay there. [Eventide FAQ 2008/07/08] + This card can only return Plains that it removed from the game. It cannot return ones that a different instance of Endless Horizons removed. Nor can it return ones that a different player removed. [Eventide FAQ 2008/07/08] Evershrike: + The activated ability can only be played while this card is in your graveyard. [Eventide FAQ 2008/07/08] + If the Aura cannot legally enchant this card, then you cannot put that Aura into play. [Eventide FAQ 2008/07/08] + You can choose X to be zero and play this ability. [Eventide FAQ 2008/07/08] + You can play this ability when you have no Aura cards. [Eventide FAQ 2008/07/08] + If this card is put into play using its ability and you cannot put a legal Aura on it, then it gets removed from the game. This happens before anyone can play any spells or abilities. [Eventide FAQ 2008/07/08] + Note - Also see Aura, Rule G1.30. + Note - Also see Converted Mana Cost, Rule G3.29. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see X Costs, Rule G24.1. - - * - * - F - * - * - - Fable of Wolf and Owl: + If you play a blue and green spell, you can put both tokens into play. [D'Angelo 2008/08/07] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Token Creatures, Rule 216. Fang Skulkin: + Note - Also see Wither, Rule 502.80. Favor of the Overbeing: + A creature that is both blue and green gains both sets of bonuses. [D'Angelo 2008/08/07] + Note - Also see Aura, Rule G1.30. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Vigilance, Rule 502.14. Fetid Heath: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Fiery Bombardment: + Note - Also see Chroma, Rule 703.7. + Note - Also see Mana Cost, Rule G13.7. Figure of Destiny: + You can play one of the "lesser" abilities to change the creature from one of its later forms back to an earlier one if you want. [Eventide FAQ 2008/07/08] + You can play one of the later abilities even if the requirements are not met. If the requirements are not met on resolution, however, the ability does nothing. [Eventide FAQ 2008/07/08] + See Rule 418.5 for details on how abilities that overwrite power, toughness, and creature types interact with each other. [D'Angelo 2008/08/07] + Note - Also see First Strike, Rule 502.2. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Fire at Will: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Flame Jab: + Note - Also see Retrace, Rule 502.81. Flickerwisp: + The removed card returns to play even if this card is no longer in play at that time. [Eventide FAQ 2008/07/08] + If this card enters play during the End of Turn step, then the creature it removes won't return until the end of the next player's turn. This can happen if a Flickerwisp remove another Flickerwisp. [Eventide FAQ 2008/07/08] Flooded Grove: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - G - * - * - - Gift of the Deity: + A creature that is both black and green gets both sets of bonuses. [D'Angelo 2008/08/07] + Note - Also see Aura, Rule G1.30. + Note - Also see Deathtouch, Rule 502.63. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - ALso see Must Attack or Block, Rule 500. Gilder Bairn: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Glamerdye: + The text change has no duration, so if used on a permanent, it lasts until the permanent leave play. If used on spell, it lasts until the spell finishes resolving, unless the spell becomes a permanent, in which case the text change stays with the permanent until it leaves play. [Eventide FAQ 2008/07/08] + It can change colors with "non" in front, such as "nonred" to "nongreen". [Eventide FAQ 2008/07/08] + It only affects text on the card, not text added by effects or text of abilities that are affecting the card. It also doesn't alter reminder text (such as that for the Fear ability). [Eventide FAQ 2008/07/08] + Note - Also see Retrace, Rule 502.81. Glen Elendra Archmage: + Note - Also see Persist, Rule 502.79. Grazing Kelpie: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule 502.79. Groundling Pouncer: + It only checks if the opponent has a flying creature at the time you play this ability. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Gwyllion Hedge-Mage: + The triggered abilities check if you control the proper number of lands both at the time it triggers and when it is about to resolve. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Token Creatures, Rule 216. - - * - * - H - * - * - - Hag Hedge-Mage: + The triggered abilities check if you control the proper number of lands both at the time it triggers and when it is about to resolve. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Hallowed Burial: + All creatures leave play simultaneously. [Eventide FAQ 2008/07/08] + The creatures are not destroyed. They are just put on the bottom of the libraries. Tokens cease to exist after they get to the library. [Eventide FAQ 2008/07/08] + Each player chooses the order of the cards on the bottom of their library. You don't reveal this ordering to other players. [Eventide FAQ 2008/07/08] Harvest Gwyllion: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Wither, Rule 502.80. Hateflayer: + The Wither ability does apply to damage from the activated ability as well as to combat damage. [Eventide FAQ 2008/07/08] + Note - Also see Wither, Rule 502.80. Hearthfire Hobgoblin: + Note - Also see Double Strike, Rule 502.28. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Heartlash Cinder: + Note - Also see Chroma, Rule 703.7. + Note - Also see Haste, Rule 502.5. Helix Pinnacle: + It checks for the 100 counters both when the ability triggers and right before it resolves. [Eventide FAQ 2008/07/08] + If it leaves play before the ability resolves, check the number of counters on it at the time it left play. [Eventide FAQ 2008/07/08] + Note - Also see Shroud, Rule 502.36. + Note - Also see X Costs, Rule G24.1. Hobgoblin Dragoon: + Note - Also see First Strike, Rule 502.2. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Hotheaded Giant: + It checks at the time it would come into play if you played a red spell other than itself. [Eventide FAQ 2008/07/08] + It still checks even if this card it put into play by a means other than playing it as a spell. [Eventide FAQ 2008/07/08] + Note - Also see Haste, Rule 502.5. - - * - * - I - * - * - - Idle Thoughts: + You can play the ability even if you have cards in hand, but it doesn't do anything unless you hand is empty when it resolves. [Eventide FAQ 2008/07/08] Impelled Giant: + Because there is no {Tap} symbol in the cost, you can tap creatures that were not in you control since the beginning of your most recent turn. [Eventide FAQ 2008/07/08] + The power of the creature is checked only on resolution. [Eventide FAQ 2008/07/08] + Note - Also see Trample, Rule 502.9. Indigo Faerie: + This does not override any other colors. It just adds blue as a color. [Eventide FAQ 2008/07/08] Inside Out: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Switching Power and Toughness, Rule 418.5i. Inundate: + A card that is both blue and another color is blue. [Eventide FAQ 2008/07/08] Invert the Skies: + This only affects creatures in play at the time it resolves. Creatures that enter play afterwards are not affected. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - J - * - * - - Jawbone Skulkin: + Note - Also see Haste, Rule 502.5. - - * - * - K - * - * - - Kithkin Spellduster: + Note - Also see Persist, Rule 502.79. Kithkin Zealot: + A permanent that is both black and red is only counted once. [Eventide FAQ 2008/07/08] - - * - * - L - * - * - - Leering Emblem: + The bonus is given to the creature this is attached to at the time the triggered ability resolves. It does not move with the equipment card. [Eventide FAQ 2008/07/08] + Note - Also see Equip, Rule 502.33. + Note - Also see Equipment, Rule G5.15. Light from Within: + The effect on each creature is calculated separately based on that creature's mana cost. [Eventide FAQ 2008/07/08] + Note - Also see Chroma, Rule 703.7. Lingering Tormentor: + Note - Also see Fear, Rule 502.25. + Note - Also see Persist, Rule 502.79. Loyal Gyrfalcon: + Note - Also see Defender, Rule 502.41. - - * - * - M - * - * - - Merrow Bonegnawer: + The targeted player chooses which card to remove. [Eventide FAQ 2008/07/08] Mindwrack Liege: + A creature that is both blue and red will get both bonuses. [D'Angelo 2008/08/07] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Mirror Sheen: + Note - Also see Copying Objects, Rule 503. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Monstrify: + Note - Also see Retrace, Rule 502.81. Moonhold: + This is not a counterspell. Any creature played prior to this spell will still resolve normally. [Eventide FAQ 2008/07/08] + This does not stop effects that "put a card into play". [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Murkfiend Liege: + A creature that is both blue and green will get both bonuses. [D'Angelo 2008/08/07] + Your green and/or blue creatures untap during other player's untap steps at the same time their permanents untap. This is mandatory. [Eventide FAQ 2008/07/08] + Note that most effects that stop your permanents from untapping only say that they do not untap "during your untap step", which means they can untap on other players' untap steps. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - N - * - * - - Necroskitter: + Note - Also see Wither, Rule 502.80. Needle Specter: + Note - Also see Wither, Rule 502.80. Nightmare Incursion: + The cards are removed face up. [Eventide FAQ 2008/07/08] Nightsky Mimic: + See Rule 418.5a for the interaction of setting power/toughness to a specific value with other effects that alter power/toughness. [D'Angelo 2008/08/07] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Nip Gwyllion: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Lifelink, Rule 502.68. Nobilis of War: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Noggle Bandit: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Noggle Bridgebreaker: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Noggle Hedge-Mage: + The triggered abilities check if you control the proper number of lands both at the time it triggers and when it is about to resolve. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Noggle Ransacker: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Noxious Hatchling: + If you play a spell that is both colors, you end up removing two counters. [Eventide FAQ 2008/07/08] + If it has no -1/-1 counters when the triggered ability resolves, then nothing happens. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Wither, Rule 502.80. Nucklavee: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - O - * - * - - Odious Trow: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Oona's Grace: + Note - Also see Retrace, Rule 502.81. Outrage Shaman: + Note - Also see Chroma, Rule 703.7. + Note - Also see Mana Cost, Rule G13.7. Overbeing of Myth: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - P - * - * - - Patrol Signaler: + Note - Also see Token Creatures, Rule 216. Phosphorescent Feast: + Note - Also see Mana Cost, Rule G13.7. Primalcrux: + Note - Also see Chroma, Rule 703.7. + Note - Also see Mana Cost, Rule G13.7. + Note - Also see Trample, Rule 502.9. Puncture Blast: + If the damage is dealt to a creature, instead put -1/-1 counters on the creature as per the With ability. [Eventide FAQ 2008/07/08] + Note - Also see Wither, Rule 502.80. Pyrrhic Revival: + Creatures that enter play with zero or less toughness because of the -1/-1 counters are put back into the graveyard as a state-based effect before any player can play any spells or abilities. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - Q - * - * - - Quillspike: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - R - * - * - - Raven's Crime: + Note - Also see Retrace, Rule 502.81. Razorfin Abolisher: + The ability will be countered if the creature has no counters on it at the start of resolution. [Eventide FAQ 2008/07/08] Recumbent Bliss: + The triggered ability is controlled by the controller of this card and occurs on this card's controller's upkeep. This may be different from the creature's controller. [Eventide FAQ 2008/07/08] + Note - Also see Aura, Rule G1.30. Rekindled Flame: + It checks the number of cards in the opponents hand both when it triggers and before resolution. [Eventide FAQ 2008/07/08] + You don't pick an opponent, it checks all opponents. [Eventide FAQ 2008/07/08] Rendclaw Trow: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule 502.79. + Note - Also see Wither, Rule 502.80. Restless Apparition: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule 502.79. Rise of the Hobgoblins: + You pay {X} during the resolution of the comes into play ability. You may use mana abilities at that time but on one else can play spells or abilities in response to this. [Eventide FAQ 2008/07/08] + Note - Also see First Strike, Rule 502.2. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Token Creatures, Rule 216. Riverfall Mimic: + See Rule 418.5a for the interaction of setting power/toughness to a specific value with other effects that alter power/toughness. [D'Angelo 2008/08/07] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Rugged Prairie: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. - - * - * - S - * - * - - Sanity Grinding: + If there are fewer than 10 cards in your library, reveal them all. [Eventide FAQ 2008/07/08] + Note - Also see Chroma, Rule 703.7. + Note - Also see Mana Cost, Rule G13.7. Sapling of Colfenor: + If the revealed card is not a creature, it stays on top of your library. [Eventide FAQ 2008/07/08] + A creature with '*' for its power or toughness has this value calculated as per the text describing the value. See Rule 208.2. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Indestructible, Rule G9.10. + Note - Also see Legendary, Rule G12.9. Savage Conception: + Note - Also see Retrace, Rule 502.81. + Note - Also see Token Creatures, Rule 216. Scourge of the Nobilis: + A creature that is both red and white gets both sets of bonuses. [D'Angelo 2008/08/07] + The activated ability is added to the creature and the creature's controller chooses when it play it. [Eventide FAQ 2008/07/08] + Note - Also see Aura, Rule G1.30. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Lifelink, Rule 502.68. Selkie Hedge-Mage: + The triggered abilities check if you control the proper number of lands both at the time it triggers and when it is about to resolve. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Shell Skulkin: + Note - Also see Shroud, Rule 502.36. Shorecrasher Mimic: + See Rule 418.5a for the interaction of setting power/toughness to a specific value with other effects that alter power/toughness. [D'Angelo 2008/08/07] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Trample, Rule 502.9. Shrewd Hatchling: + If you play a spell that is both colors, you end up removing two counters. [Eventide FAQ 2008/07/08] + If it has no -1/-1 counters when the triggered ability resolves, then nothing happens. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Slippery Bogle: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Smoldering Butcher: + Note - Also see Wither, Rule 502.80. Snakeform: + See Rule 418.5a for the interaction of abilities that set or alter power/toughness. [D'Angelo 2008/08/07] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Soot Imp: + This does affect you as well as other players. [Eventide FAQ 2008/07/08] + A spell that is both black and another color is black. [Eventide FAQ 2008/07/08] Soul Reap: + A creature that is both green and another color is green. [Eventide FAQ 2008/07/08] + It checks if you played a black spell other than itself. [Eventide FAQ 2008/07/08] Soul Snuffers: + It goes put a -1/-1 counter on itself. [Eventide FAQ 2008/07/08] Spitemare: + If enough damage is dealt to destroy this card, the ability still triggers and it will still deal the full amount of damage to the target. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Spitting Image: + Note - Also see Copying Objects, Rule 503. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Retrace, Rule 502.81. + Note - Also see Token Creatures, Rule 216. Springjack Pasture: + The last ability is a mana ability. It does not use the stack and cannot be responded to. [Eventide FAQ 2008/07/08] + If you sacrifice zero goats, you get zero mana and zero life, but you did tap this card. [Eventide FAQ 2008/07/08] + Note - Also see Token Creatures, Rule 216. Springjack Shepherd: + Note - Also see Chroma, Rule 703.7. + Note - Also see Mana Cost, Rule G13.7. + Note - Also see Token Creatures, Rule 216. Stalker Hag: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Landwalk, Rule 502.6. Stigma Lasher: + The player can't gain life for the rest of the game, even if this card leaves play before then. [Eventide FAQ 2008/07/08] + Once the "no life gain" is in effect, spells and abilities that would cause a player to gain life resolve normally, but the life gain portion of the effect is ignored. [Eventide FAQ 2008/07/08] + Once the "no life gain" is in effect, effects that try to replace life gain with something else do not work because the life gain can't happen. [Eventide FAQ 2008/07/08] + Once the "no life gain" is in effect, effects that try to set the player's life total to a value higher than the current value are ignored. If it tries to set to a lower value, it works normally. [Eventide FAQ 2008/07/08] + Once the "no life gain" is in effect, any cost that includes life gain cannot be paid. [Eventide FAQ 2008/07/08] + Note - Also see Wither, Rule 502.80. Stillmoon Cavalier: + Note - Also see First Strike, Rule 502.2. + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Protection, Rule 502.7. Stream Hopper: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Sturdy Hatchling: + If you play a spell that is both colors, you end up removing two counters. [Eventide FAQ 2008/07/08] + If it has no -1/-1 counters when the triggered ability resolves, then nothing happens. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Shroud, Rule 502.36. Suture Spirit: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Swirling Spriggan: + You can choose any combination of colors. You can't choose colorless. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Syphon Life: + Note - Also see Retrace, Rule 502.81. - - * - * - T - * - * - - Talara's Bane: + If the creature has a '*' on toughness, calculate the value as specified. See Rule 208.2. [Eventide FAQ 2008/07/08] Talara's Battalion: + Note - Also see Trample, Rule 502.9. Talonrend: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Thunderblust: + Whether or not it has trample only matters at the time damage is assigned. [Eventide FAQ 2008/07/08] + Note - Also see Haste, Rule 502.5. + Note - Also see Persist, Rule 502.79. + Note - Also see Trample, Rule 502.9. Trapjaw Kelpie: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Persist, Rule 502.79. Twilight Mire: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Twinblade Slasher: + Note - Also see Wither, Rule 502.80. - - * - * - U - * - * - - Umbra Stalker: + Note - Also see Chroma, Rule 703.7. + Note - Also see Mana Cost, Rule G13.7. Unmake: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Unnerving Assault: + This card only affects creature in play at the time it resolves. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Unwilling Recruit: + If played on a creature you already control, you stil untap it and give it the bonuses. [Eventide FAQ 2008/07/08] + Note - Also see Haste, Rule 502.5. + Note - Also see X Costs, Rule G24.1. - - * - * - V - * - * - - Voracious Hatchling: + If you play a spell that is both colors, you end up removing two counters. [Eventide FAQ 2008/07/08] + If it has no -1/-1 counters when the triggered ability resolves, then nothing happens. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Lifelink, Rule 502.68. - - * - * - W - * - * - - Wake Thrasher: + This does trigger during on untapping during the untap step once for each permanent that untaps. The triggered abilities go on the stack at the beginning of the upkeep step along with any "beginning of upkeep" triggered abilities. You choose the ordering. [Eventide FAQ 2008/07/08] Ward of Bones: + To be more complete: An opponent who controls more creatures than you can't play creature cards. An opponent who controls more artifacts than you can't play artifact cards. An opponent who controls more enchantments than you can't play enchantment cards. An opponent who controls more lands than you can't play lands. [Eventide FAQ 2008/07/08] Waves of Aggression: + If this somehow resolves outside of a Main Phase, then it untaps creatures but does not create any additional phases. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Retrace, Rule 502.81. Wistful Selkie: + Note - Also see Hybrid Mana Symbols, Rule 104.3f. Woodlurker Mimic: + See Rule 418.5a for the interaction of setting power/toughness to a specific value with other effects that alter power/toughness. [D'Angelo 2008/08/07] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Wither, Rule 502.80. Worm Harvest: + If you play this using Retrace, the land you discarded will be in the graveyard and will be counted. [Eventide FAQ 2008/07/08] + Note - Also see Hybrid Mana Symbols, Rule 104.3f. + Note - Also see Retrace, Rule 502.81. + Note - Also see Token Creatures, Rule 216. - - * - * - X - * - * - - - - * - * - Y - * - * - - - - * - * - Z - * - * - - Acknowledgments and Disclaimers ------------------------------------------------------------------------------ While this work is not officially issued by Wizards of the Coast, it is the official collected rulings from official sanctioned representatives of and publications by Wizards of the Coast. The expansion sets in this file are indicated by the following code letters: A = Limited Edition (Alpha). B = Limited Edition (Beta). U = Unlimited Edition. R = Revised Edition. 4 = Fourth Edition. 5 = Fifth Edition. 6 = Sixth Edition. 7 = Seventh Edition. 8 = Eighth Edition. 9 = Ninth Edition. 10= Tenth Edition. AL= Alliances. AN= Arabian Nights. AP= Apocalypse. AQ= Antiquities. AT= Anthologies. BD= Beatdown. BK= Betrayers of Kamigawa. BR= Battle Royale. CH= Chronicles. CK= Champions of Kamigawa. CS= Cold Snap. DI= Dissension. DK= The Dark. DS= Darksteel. ET= Eventide. EX= Exodus. FD= Fifth Dawn. FE= Fallen Empires. FS= Future Sight. GP= Guildpact. HL= Homelands. IA= Ice Age. IN= Invasion. JU= Judgment. LE= Legions. LG= Legends. LO= Lorwyn. MI= Mirage. MM= Mercadian Masques. MR= Mirrodin. NE= Nemesis. MT= Morningtide. OD= Odyssey. ON= Onslaught. P2= Portal: Second Age. P3= Portal: Three Kingdoms. PR= Promotional (AR=Arena novel, DC=DragonCon and Duelist Magazine, FS=Final Sacrifice novel, SC=Shattered Chains novel, WW=Whispering Woods novel). PC= Planar Chaos. PS= Planeshift. PT= Portal. PY= Prophecy. RA= Ravnica. S2= Starter 2000 (deck and sampler pack). SC= Scourge. SH= Stronghold. SK= Saviors of Kamigawa. SM= Shadowmoor. ST= Starter. TE= Tempest. TO= Torment. TS= Timeshift. UD= Urza's Destiny. UG= Unglued. UH= Unhinged. UL= Urza's Legacy. US= Urza's Saga. VI= Visions. WL= Weatherlight. Rarity levels are shown as follows: R= Rare, U= Uncommon, C= Common, L= Land, F= Fixed in a preconstructed deck, S= Timeshifted. Any number after the letter indicates how often the card appears in the printing process. An "R2" occurs twice as often as an "R1", for example. An "S" following a letter indicates that it is a Timeshifted card of that rarity. Note that on some expansions, the rarity schemes were complex and those complexities are not described here. You can find descriptions of the various products and their rarity schemes at "http://www.crystalkeep.com/magic". This summary is collected from rulings made by officials and network representatives of Wizards of the Coast, along with a number of unofficial rulings also collected from the net. Whenever a source for a ruling is known, the name of that person is listed with the ruling. "Aahz" is Tom Wylie, the former Magic Rules Manager. "Barclay" is Paul Barclay, was the Rules Manager at Wizards of the Coast and. a previous MTG-L mailing list NetRep. "bethmo" is Beth Moursund, a former Rules Manager at Wizards of the Coast, and former MTG-L mailing list NetRep. "CompRules" marks rules from the Comprehensive Rules. "D'Angelo" is Stephen D'Angelo, the former Rules Summary network representative, and former MTG-L mailing list NetRep. "DeLaney" is David DeLaney, and was the network representative for the "rec.games.trading-cards.magic.rules" newsgroup. "Jackson" is Collin Jackson, and was the DCI Rules Documentation NetRep. "Jordan" is Jeff Jordan, and was the MTG-L mailing list NetRep. "Mirage, Page " marks rules from the Mirage rulebook. "Peterson" is Paul Peterson, a previous MTG-L mailing list NetRep. "WotC Rules Team" marks official rulings from the rules team. These files may be freely copied and posted anywhere you'd like. The contents can also be included in other formats (such as HTML or databases) or in products, but there are two restrictions. I insist that the files not be sold for profit. Anything you put them in must be available at no more than cost of duplication. Also, you must give credit to me and list the version date your work is derived from. Thanks. Every attempt has been made to make this summary accurate, but errors do creep in. Nothing in this work is guaranteed to be accurate. Use at your own risk. Magic: The Gathering and all of the cards listed herein are copyrighted by Wizards of the Coast.