============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2008/02/11 ============================================================================== Rulings are collected from many sources. See credits and disclaimer at the end of the file for details. This release is under rules used by TENTH EDITION. These rulings have been updated monthly with the most recent version available on the web as the following: http://www.crystalkeep.com/magic/rules This document contains the complete text of the Magic: The Gathering Comprehensive Rules document published by Wizards of the Coast. These rules are noted with numbered entries. It also contains additional rulings to clarify or explain some rules. These are marked with the word "Ruling". A '+' is used to mark changes since the 2008/01/21 release. Thanx, Stephen. ---- Stephen D'Angelo | Crystal Keep Editor dangelo@crystalkeep.com | Former Wizards of the Coast Rules NetRep ============================================================================== Table of Contents: ------------------------------------------------------------------------------ No changes to this section. 1 - The Game ------------------------------------------------------------------------------ 103 - The Magic Golden Rules + 103.4a - If an effect has each player choose a card in a hidden zone, such as his or her hand or library, those cards may remain face down as they're chosen. However, each player must clearly indicate which face-down card he or she is choosing. [CompRules 2008/02/01] + 103.4b - A player knows the choices made by the previous players when he or she makes his or her choice, except as specified in 103.4a. [CompRules 2008/02/01] + 103.4c - If a player would make more than one choice at the same time, the player makes the choices in the order written, or in the order he or she chooses if the choices aren't ordered. [CompRules 2008/02/01] 2 - Parts of the Game ------------------------------------------------------------------------------ 212.4 - Enchantments + 212.4j - If an Aura is coming into play under a player's control by any means other than by being played, and the effect putting it into play doesn't specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura comes into play. The player must choose a legal object or player according to the Aura's enchant ability and any other applicable effects. If the player can't make a legal choice, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner's graveyard instead of coming into play. [CompRules 2008/02/01] 217 - Zones + 217.1a - If an object would go to any library, graveyard, or hand other than its owner's, it goes to its owner's corresponding zone. If an instant or sorcery card would come into play, it remains in its previous zone. [CompRules 2008/02/01] + 217.1c - An object that moves from one zone to another is treated as a new object. Effects connected with its previous location will no longer affect it. There are four exceptions to this rule: (1) Effects from spells, activated abilities, and triggered abilities that change the characteristics of an artifact, creature, enchantment, or planeswalker spell on the stack will continue to apply to the permanent that spell creates. (2) Abilities that trigger when an object moves from one zone to another (for example, "When Rancor is put into a graveyard from play") can find the object in the zone it moved to when the ability triggered. (3) Prevention effects that apply to damage from an artifact, creature, enchantment, or planeswalker spell on the stack will continue to apply to damage from the permanent that spell becomes. (4) Permanents that phase out or in "remember" their earlier states. See Rule 217.8c. [CompRules 2008/02/01] 3 - Turn Structure ------------------------------------------------------------------------------ 300 - General + 300.2 - A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. No game events can occur between turns, phases, or steps. Simply having the stack become empty doesn't cause such a phase or step to end; all players have to pass with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends. [CompRules 2008/02/01] A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see Rule 302) and certain cleanup steps (see Rule 314). [CompRules 2008/02/01] 308 - Declare Attackers Step + 308.2a - The active player chooses which creatures that he or she controls, if any, will attack. The chosen creatures must be untapped, and each one must either have haste or have been controlled by the active player continuously since the beginning of the turn. For each of the chosen creatures, the active player chooses an opponent or a planeswalker controlled by an opponent for that creature to attack. Then he or she determines whether this set of attackers is legal. (See Rule 500, "Legal Attacks and Blocks.") [CompRules 2008/02/01] 309 - Declare Blockers Step + 309.2a - The defending player chooses which creatures that he or she controls, if any, will block. The chosen creatures must be untapped. For each of the chosen creatures, the defending player chooses one creature for it to block that's attacking him, her, or a planeswalker he or she controls. Then he or she determines whether this set of blocks is legal. (See Rule 500, "Legal Attacks and Blocks.") [CompRules 2008/02/01] 310 - Combat Damage Step + 310.4b - The source of the combat damage is the creature as it currently exists, if it's still in play. If it's no longer in play, its last known information is used. [CompRules 2008/02/01] 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 405 - Static Abilities + 405.2 - A characteristic-defining ability is a kind of static ability. It conveys information about an object's characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). Characteristic-defining abilities function in all zones. [CompRules 2008/02/01] + 405.2a - A static ability is a characteristic-defining ability if it meets the following criteria: 1) It defines an object's colors, subtypes, power, or toughness; 2) It is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect; 3) It does not directly affect the characteristics of any other objects; 4) It is not an ability that an object grants to itself; and 5) It does not set the values of such characteristics only if certain conditions are met. [CompRules 2008/02/01] 409 - Playing Spells and Activated Abilities + 409.1a - The player announces that he or she is playing the spell or activated ability. If a spell is being played, that card (or that copy of a card) physically moves from the zone it's in to the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and its controller is the player who played it. If an activated ability is being played, it's created on the stack as an object that's not a card. If an activated ability is being played from a hidden zone, the card that has that ability is revealed. On the stack, the ability has the text of the ability that created it, and no other characteristics. Its controller is the player who played the ability. The spell or ability remains on the stack until it's countered or resolves. [CompRules 2008/02/01] 413 - Resolving Spells and Abilities + 413.2a - If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's moved out of the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. The spell or ability is countered if all its targets, for every instance of the word "target," are now illegal. If the spell or ability is not countered, it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can't perform any actions on it or make the target perform any actions. [CompRules 2008/02/01] Example: Aura Blast is a white instant that reads, "Destroy target enchantment. Draw a card." If the enchantment isn't a legal target during Aura Blast's resolution (say, if it has gained protection from white or left play), then Aura Blast is countered. Its controller doesn't draw a card. [CompRules 2005/02/01] Example: Plague Spores reads, "Destroy target nonblack creature and target land. They can't be regenerated." Suppose the same animated land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plagues Spores isn't countered because the black creature land is still a legal target for the "target land" part of the spell. [CompRules 2005/08/01] + 413.2c - If an effect offers any choices other than choices already made as part of playing the spell or ability, the player announces these while applying the effect. The player can't choose an option that's illegal or impossible. (For example, if a player can't meet all the immediate requirements of an optional action, then he or she can't take that action, regardless of the consequences for not doing it.) Note that as an exception, having an empty library doesn't make drawing a card an impossible action. See Rule 423.3. [CompRules 2008/02/01] Example: A spell's instruction reads, "You may sacrifice a creature. If you don't, you lose 4 life." A player who controls no creatures can't choose the sacrifice option. [CompRules 2003/07/01] 418.3 - Continuous Effects from Spells or Abilities + 418.3d - Some effects from activated or triggered abilities have durations worded "as long as . . . ." If the "as long as" duration ends before the moment the effect would first be applied, the effect does nothing. It doesn't start and immediately stop again, and it doesn't last forever. [CompRules 2008/02/01] Example: Endoskeleton is an artifact with an activated ability that reads "{2},{Tap}: Target creature gets +0/+3 as long as Endoskeleton remains tapped." If you play this ability and then Endoskeleton becomes untapped before the ability resolves, it does nothing, because its duration-remaining tapped-was over before the effect began. [CompRules 2003/07/01] 419.6 - Replacement Effects + 419.6i - Some replacement effects modify how a permanent comes into play. (See Rule 419.1b and Rule 419.1c.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine how and whether these replacement effects apply, check the characteristics of the permanent as it would exist in play, taking into account replacement effects that have already modified how it comes into play, continuous effects generated by the resolution of spells or abilities that changed the permanent's characteristics on the stack (see Rule 217.1c), and continuous effects from the permanent's own static abilities, but ignoring continuous effects from any other source that would affect it. [CompRules 2008/02/01] Example: Voice of All says "As Voice of All comes into play, choose a color" and "Voice of All has protection from the chosen color." An effect creates a token that's a copy of Voice of All. As that token is put into play, its controller chooses a color for it. [CompRules 2007/05/01] Example: Yixlid Jailer says "Cards in graveyards have no abilities." Scarwood Treefolk says "Scarwood Treefolk is put into play tapped." A Scarwood Treefolk that's put into play from a graveyard is put into play tapped. [CompRules 2007/05/01] Example: Orb of Dreams is an artifact that says "Permanents come into play tapped." It will not affect itself, so Orb of Dreams is put into play untapped. [CompRules 2007/05/01] 419.8 - Sources of Damage + 419.8a - Some effects apply to damage from a source-for example, "The next time a red source of your choice would deal damage to you this turn, prevent that damage." If an effect requires a player to choose a source, he or she may choose a permanent; a spell on the stack (including an artifact, creature, enchantment, planeswalker spell); any card or permanent referred to by an object on the stack; or a creature that assigned combat damage on the stack, even if the creature is no longer in play or is no longer a creature. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage from that permanent, regardless of whether it's from one of that permanent's abilities or combat damage dealt by it. If the player chooses an artifact, creature, enchantment, planeswalker spell, the effect will apply to any damage from that spell and from the permanent that it becomes when it resolves. [CompRules 2008/02/01] 420 - State-Based Effects + 420.5j - If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the in-play zone, it ceases to exist. [CompRules 2008/02/01] 423 - Drawing a Card + 423.3 - If there are no cards in a player's library and an effect offers that player the choice to draw a card, that player may choose to do so. [CompRules 2008/02/01] 424 - Costs + 424.1 - A cost is an action or payment necessary to take another action or to stop another action from taking place. [CompRules 2008/02/01] 5 - Additional Rules ------------------------------------------------------------------------------ 501.10 - Clash + 501.10.Ruling.3 - If a player has no cards in their library to reveal, then they do not reveal a card. Since no card was revealed, the converted mana cost is treated as zero. [D'Angelo 2008/02/10] 502.76 - Prowl + 502.76a - Prowl is a static ability that functions on the stack. "Prowl [cost]" means "You may pay [cost] rather than pay this spell's mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell's creature types." Paying a spell's prowl cost follows the rules for paying alternative costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2008/02/01] + 502.76b - If a source that assigned combat damage left play before combat damage resolved, its last known information is used to determine its controller and its creature types. [CompRules 2008/02/01] + 502.76.Ruling.1 - At the time you play a spell that has prowl, you look back over the course of the turn to check if the prowl condition has been met. What matters is whether you controlled a permanent with any of the relevant creature types at the time it dealt combat damage, or whether you controlled such a permanent at the time it left play and its combat damage was on the stack. It doesn't matter whether you still control the permanent or if its creature types are still the same. [Morningtide FAQ 2008/01/15] + 502.76.Ruling.2 - Although the prowl reminder text lists specific creature types, this is done for convenience only. The prowl card's current creature types are what actually matter. [Morningtide FAQ 2008/01/15] + Note - Also see Prowl, Rule G16.29. 502.77 - Reinforce + 502.77a - Reinforce is an activated ability that functions only while the card with reinforce is in a player's hand. "Reinforce N-[cost]" means "[Cost], Discard this card: Put N +1/+1 counters on target creature." [CompRules 2008/02/01] + 502.77b - Although the reinforce ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities. [CompRules 2008/02/01] + Note - Also see Reinforce, Rule G18.8. 503 - Copying Objects + 503.10 - To copy a spell or activated ability means to put a copy of it onto the stack; a copy of a spell or ability isn't "played." A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made when it was played, including modes, targets, the value of X, and additional or alternative costs. (See Rule 409, "Playing Spells and Activated Abilities.") Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player who controlled the spell or ability that created it. A copy of a spell or ability is controlled by the player who put it on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability. [CompRules 2008/02/01] Example: A player plays Fork, targeting an Emerald Charm. Fork reads, "Put a copy of target instant or sorcery spell onto the stack, except that it copies Fork's color and you may choose new targets for the copy." Emerald Charm reads, "Choose one - Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn." When the Fork resolves, it puts a copy of the Emerald Charm on the stack. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets. [CompRules 2005/08/01] Example: Fling is an instant that reads, "As an additional cost to play Fling, sacrifice a creature." and "Fling deals damage equal to the sacrificed creature's power to target creature or player." When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling. [CompRules 2007/02/01] + 503.10a - If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the in-play zone, it ceases to exist. These are a state-based effects. See Rule 420. [CompRules 2008/02/01] 505 - Split Cards + 505.7 - If an effect instructs a player to name a card and the player wants to name a split card, the player must name both halves of the split card. An object has the chosen name if it has at least one of the two names chosen this way. [CompRules 2008/02/01] 508 - Flip Cards + 508.2 - 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 card. Once a permanent in the in-play zone is flipped, its normal name, text box, type line, power, and toughness don't apply and the alternative versions of those characteristics apply instead. [CompRules 2008/02/01] Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says "search your library for a legendary card" can't find this flip card. An effect that says "legendary creatures get +2/+2" doesn't affect Akki Lavarunner, but it does affect Tok-Tok. [CompRules 2007/10/01] + 508.3 - You must ensure that it's clear at all times whether a permanent you control 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 2008/02/01] + 508.5 - If an effect instructs a player to name a card and the player wants to name a flip card's alternative name, the player may do so. [CompRules 2008/02/01] 6 - Multiplayer Rules ------------------------------------------------------------------------------ No changes to this section. 7 - Specialized Rules ------------------------------------------------------------------------------ 703 - Keyword Abilities + 703.6 - Kinship is a keyword ability written as "Kinship - [ability]". + 703.6.Ruling.1 - Kinship has no meaning in itself and has no game effect in itself. The ability listed following the keyword is the actual effect. Kinship is simply used to show that the card has a similar ability to other cards that use this keyword. [D'Angelo 2008/02/05] + 703.6.Ruling.2 - You don't have to reveal the top card of your library, even if it shares a creature type with the creature that has the kinship ability. [Morningtide FAQ 2008/01/15] + 703.6.Ruling.3 - After the kinship ability finishes resolving, the card you looked at remains on top of your library. [Morningtide FAQ 2008/01/15] 8 - Tournament Rules ------------------------------------------------------------------------------ No changes to this section. 9 - Glossary ------------------------------------------------------------------------------ G1.19 - Artifact Type + G1.19b - The list of artifact types, updated through the Morningtide(tm) set, is as follows: Contraption, Equipment, Fortification. [CompRules 2008/02/01] G3.8 - Change a Target + G3.8a - The target of a spell or ability can change only to another legal target. If the target can't change to another legal target, the original target is unchanged. Changing a spell or ability's target can't change its modes. You can change the target of a spell or ability only if an effect tells you to change its target. [CompRules 2008/02/01] G3.11 - Characteristic-Defining Ability + G3.11a - A characteristic-defining ability is a kind of static ability that conveys information about an object's characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). Characteristic-defining abilities function in all zones. [CompRules 2008/02/01] G3.32 - Cost + G3.32a - A cost is an action or payment necessary to take another action or to stop another action from taking place. [CompRules 2008/02/01] + G3.32b - Playing spells and activated abilities requires paying a cost. Most costs are paid in mana, but costs may also include paying life, tapping or sacrificing permanents, discarding cards, and so on. [CompRules 2008/02/01] G3.36 - Creature Type + G3.36b - The list of creature types, updated through the Morningtide set, is as follows: [CompRules 2008/02/01] Advisor, Angel, Anteater, Antelope, Ape, Archer, Archon, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Badger, Barbarian, Basilisk, Bat, Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demon, Deserter, Devil, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Egg, Elder, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Giant, Gnome, Goat, Goblin, Golem, Gorgon, Graveborn, Griffin, Hag, Harpy, Hellion, Hippo, Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Insect, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Monger, Mongoose, Monk, Moonfolk, Mutant, Myr, Mystic, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Nomad, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pincher, Pirate, Plant, Prism, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scorpion, Scout, Serf, Serpent, Shade, Shaman, Shapeshifter, Sheep, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Survivor, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, Zubera. [CompRules 2008/02/01] G5.7 - Enchantment Type + G5.7b - The list of enchantment types, updated through the Morningtide set, is as follows: Aura, Shrine. [CompRules 2008/02/01] G6.12 - Flip Cards + G6.12g - If an effect tells you to name a card, you may name a flip card's alternative name. [CompRules 2008/02/01] G12.2 - Land Type + G12.2c - The list of land types, updated through the Morningtide set, is as follows: Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, Urza's [CompRules 2008/02/01] G16.15 - Planeswalker Type + G16.15b - The list of planeswalker types, updated through the Morningtide set, is as follows: Ajani, Chandra, Garruk, Jace, Liliana. [CompRules 2008/02/01] G16.29 - Prowl + G16.29a - Prowl is a static ability that functions on the stack. "Prowl [cost]" means "You may pay [cost] rather than pay this spell's mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell's creature types." Paying a spell's prowl cost follows the rules for paying alternative costs in Rules 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2008/02/01] + Note - Also see Rule 502.76, "Prowl." G18.8 - Reinforce + G18.8a - Reinforce is an activated ability that functions only while the card with reinforce is in a player's hand. "Reinforce N-[cost]" means "[Cost], Discard this card: Put N +1/+1 counters on target creature." [CompRules 2008/02/01] + Note - Also see Rule 502.77, "Reinforce." G19.23 - Spell Type + G19.23b - The list of spell types, updated through the Morningtide set, is as follows: Arcane. [CompRules 2008/02/01] G19.25 - Split Cards + G19.25c - If an effect tells you to name a card, you must name all of a split card's names. An object has the chosen name if it has at least one of the two names chosen this way. [CompRules 2008/02/01] G19.41 - Supertype + G19.41c - The list of supertypes, updated through the Morningtide set, is as follows: basic, legendary, snow, and world. [CompRules 2008/02/01] Acknowledgements 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. 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. "Barclay" is Paul Barclay, a previous 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. "Jordan" is Jeff Jordan, and was the 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.