============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2008/05/26 ============================================================================== 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 2008/04/21 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 ------------------------------------------------------------------------------ 104 - Numbers and Symbols + 104.1b - Most of the time, the Magic game uses only positive numbers. You can't choose a negative number, deal negative damage, gain negative life, and so on. However, it's possible for a game value, such as a creature's power, to be less than zero. If a calculation or comparison that would determine the result of an effect needs to use a negative value, it does so. If such a calculation yields a negative number, zero is used instead, unless that effect sets a player's life total to a specific value, sets a creature's power or toughness, changes a creature's power or toughness to a specific value, or otherwise modifies a creature's power or toughness. [CompRules 2008/05/01] Example: If a 3/4 creature gets -5/-0, it's a -2/4 creature. It deals no damage in combat. Its total power and toughness is 2. You'd have to give it +3/+0 to raise its power to 1. [CompRules 2007/05/01] Example: Viridian Joiner is a 1/2 creature that says "{Tap}: Add an amount of {G} to your mana pool equal to Viridian Joiner's power." An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool. [CompRules 2007/05/01] + 104.3 - The mana symbols are {W}, {U}, {B}, {R}, {G}, and {X}; the numerals {0}, {1}, {2}, {3}, {4}, and so on; the bybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; and the snow symbol {S}. [CompRules 2008/05/01] + 104.3f - Each of the hybrid mana symbols represents a cost that can be paid in one of two ways, as represented by the two halves of the hybrid mana symbol. A bybrid symbol such as {W/U} be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any color of, or colorless, mana. A hybrid mana symbol is all of its component colors. [CompRules 2008/05/01] Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}. [CompRules 2005/10/01] + 104.3g - If an effect would add mana represented by a hybrid mana symbol to a player's mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player's mana pool. If a colorless half is chosen, an amount of colorless mana represented by that half's number is added to that player's mana pool. [CompRules 2008/05/01] + 104.3h - If a cost would be reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see Rule 409.1f). If a colored half is chosen, the cost is reduced by one mana of that color (or, if the cost can't be reduced by one mana of that color, the cost is reduced by one generic mana). If a colorless half is chosen, the cost is reduced by an amount of generic mana equal to that half's number. [CompRules 2008/05/01] + 104.3i - The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. This is a generic mana cost that can be paid with any color of, or colorless, mana. Effects that reduce the amount of generic mana you pay don't affect {S} costs. [CompRules 2008/05/01] + 104.5 - The untap symbol is {Untap}. The untap symbol in an activation cost means "Untap this permanent." A permanent that's already untapped can't be untapped again to pay the cost. Creatures that haven't been under a player's control continuously since the beginning of his or her most recent turn can't use any ability with the untap symbol in the cost. See Rule 212.3f. [CompRules 2008/05/01] + 104.6 - A tombstone icon appears to the left of the name of many Odyssey(tm) block cards with abilities that are relevant in a player's graveyard. The purpose of the icon is to make those cards stand out when they're in a graveyard. This icon has no effect on game play. [CompRules 2008/05/01] + 104.7 - A type icon appears in the upper left corner of each card from the Future Sight(tm) set printed with an alternate "timeshifted" frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that's indicated by a black and white cross. This icon has no effect on game play. [CompRules 2008/05/01] + 104.8 - Each activated ability of a planeswalker has an arrow-shaped loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number or an X. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. [+N] means "Put N loyalty counters on this permanent," and [-N] means "Remove N loyalty counters from this permanent." [CompRules 2008/05/01] 2 - Parts of the Game ------------------------------------------------------------------------------ 203 - Mana Cost and Color + 203.2e - An object with one or more hybrid mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See Rule 104.3f. [CompRules 2008/05/01] + 203.3c - When calculating the converted mana cost of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol. [CompRules 2008/05/01] Example: The converted mana cost of a card with mana cost {1}{W/U}{W/U} is 3. [CompRules 2008/05/01] Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6. [CompRules 2008/05/01] 208 - Power/Toughness + 208.2 - Some creature cards have power and/or toughness represented by a * instead of a number. The object has a characteristic-defining ability that sets its power and/or toughness according to some stated condition. This ability functions everywhere, even outside the game. If the ability needs to use a number that can't be determined, use 0 instead of that number. [CompRules 2008/05/01] Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It says "As Lost Order of Jarkeld comes into play, choose an opponent" and "Lost Order of Jarkeld's power and toughness are each equal to 1 plus the number of creatures that opponent controls." While Lost Order of Jarkeld isn't in play, there won't be a chosen opponent. Its power and toughness will each be equal to 1 plus 0, so it's a 1/1. [CompRules 2007/05/01] 212.3 - Creatures + 212.3f - A creature's activated ability with the tap symbol or the untap symbol in its activation cost can't be played unless the creature has been under its controller's control since the start of his or her most recent turn. A creature can't attack unless it has been under its controller's control since the start of his or her most recent turn. This rule is informally called the "summoning sickness" rule. Ignore this rule for creatures with haste (see rule 502.5). [CompRules 2008/05/01] + 212.3g - Damage dealt to a creature stays on that creature. If the total accumulated damage on that creature is equal to or greater than its toughness, that creature has been dealt lethal damage and is destroyed as a state-based effect (see Rule 420.5c). All damage on a creature is removed when it regenerates (see Rule 501.5, "Regenerate") and during the cleanup step (see Rule 314.2). [CompRules 2008/05/01] + 212.3h - Creature lands combine the characteristics of both lands and creatures, and are subject to spells and abilities that affect either or both card types. Creature lands can only be played as lands. They can't be played as spells. [CompRules 2008/05/01] 215 - Life + 215.4a - If a cost or effect allows a player to pay life in a Two-Headed Giant game, the player may do so only if his or her team's life total is equal to or greater than the amount of the payment. If a player pays life, the payment is subtracted from his or her team's life total. [CompRules 2008/05/01] + 215.7 - If an effect says that a player can't gain life, that player can't exchange life totals with a player who has a higher life total; in that case, the exchange won't happen. In addition, a cost that involves having that player gain life can't be paid, and a replacement effect that would replace a life gain event affecting that player won't do anything. [CompRules 2008/05/01] 216 - Tokens + 216.1 - Some effects put tokens into play. A token is controlled by whoever put it into play and owned by the controller of the spell or ability that created it. (If no player controlled the effect that created it, the token is owned by whoever put it into play.) The spell or ability may define any number of characteristics for the token. This becomes the token's "text." The characteristics defined this way are functionally equivalent to the characteristics that are printed on a card; for example, they define the token's copiable values. A token doesn't have any characteristics not defined by the spell or ability that created it. [CompRules 2008/05/01] 3 - Turn Structure ------------------------------------------------------------------------------ No changes to this section. 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 402 - Abilities + 402.8a - Characteristic-defining abilities function everywhere, even outside the game. (See Rule 405.2) [CompRules 2008/05/01] 403 - Activated Abilities + 403.4 - A creature's activated ability with the tap symbol ({Tap}) or the untap symbol ({Untap}) in its activation cost can't be played unless the creature has been under its controller's control since the start of his or her most recent turn. Ignore this rule for creatures with haste (see Rule 502.5). [CompRules 2008/05/01] 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 everywhere. They also function outside the game. [CompRules 2008/05/01] 409 - Playing Spells and Activated Abilities + 409.1b - If the spell or ability is modal (uses the phrase "Choose one -," "Choose two -," or "[specified player] chooses one -"), the player announces the mode choice. If the player wishes to splice any cards onto the spell (see Rule 502.40), he or she reveals those cards in his or her hand. If the spell or ability has a variable mana cost (indicated by {X}) or some other variable cost, the player announces the value of that variable at this time. If the spell or ability has alternative, additional, or other special costs (such as buyback, kicker, or convoke costs), the player announces his or her intentions to pay any or all of those costs (see Rule 409.1f). You can't apply two alternative methods of playing or two alternative costs to a single spell or ability. If a cost includes hybrid mana symbols in its cost, the player announces the nonhybrid equivalent cost he or she intends to pay. Previously made choices (such as choosing to play a spell with flashback from his or her graveyard or choosing to play a creature with morph face down) may restrict the player's options when making these choices. [CompRules 2008/05/01] + 409.1c - If the spell or ability requires any targets, the player first announces how many targets he or she will choose (if the spell or ability has a variable number of targets), then announces his or her choice of an appropriate player, object, or zone for each of those targets. A player can't play a spell or ability unless he or she chooses the required number of legal targets. The same target can't be chosen multiple times for any one instance of the word "target" on the spell or ability. If the spell or ability uses the word "target" in multiple places, the same object, player, or zone can be chosen once for each instance of the word "target" (as long as it fits the targeting criteria). [CompRules 2008/05/01] Example: If an ability reads "Tap two target creatures," then the same target can't be chosen twice; the ability requires two different legal targets. An ability that reads "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places. [CompRules 2004/10/01] Example: If an ability reads "Tap two target creatures," then the same target can't be chosen twice; the ability requires two different legal targets. An ability that reads "Destroy target artifact and target land," however, can target the same artifact land twice because it uses the word "target" in multiple places. [CompRules 2004/10/01] + 409.1e - If the spell or ability requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, or any number of untargeted objects or players, the player announces the division. Each of these targets, objects, or players must receive at least one of whatever is being divided. [CompRules 2008/05/01] + 409.1f - The player determines the total cost of the spell or ability. Usually this is just the mana cost (for spells) or activation cost (for abilities). Some cards list additional or alternative costs in their text. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost, activation cost, or alternative cost (as determined in Rule 409.1b), plus all additional costs and cost increases, and minus all cost reductions. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can't be reduced to less than {0}. Once the total cost is determined, it becomes "locked in." If effects would change the total cost after this time, they have no effect. [CompRules 2008/05/01] + 409.2 - Some spells and abilities specify that one of their controller's opponents does something the controller would normally do while it's being played, such as choose a mode or choose targets. In these cases, the opponent does so when the spell or ability's controller normally would do so. [CompRules 2008/05/01] 410 - Handling Triggered Abilities + 410.10d - Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. Continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities must be treated specially because the object with the ability may no longer be in play, may have moved to a hand or library, or may no longer be controlled by the appropriate player. The game has to "look back in time" to determine if these abilities trigger. Abilities that trigger specifically when an object leaves play, when an object is put into a hand or library from a public zone, or when a player loses control of an object will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward. [CompRules 2008/05/01] Example: Two creatures are in play along with an artifact that has the ability "Whenever a creature is put into a graveyard from play, you gain 1 life." Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures. [CompRules 2003/07/01] 419.7 - Prevention Effects + 419.7e - Some prevention effects also include a replacement effect that refers to what was prevented. The prevention happens at the time the original event would have happened; the replacement happens immediately afterward. [CompRules 2008/05/01] 420 - State-Based Effects + 420.5.Ruling.2 - If a creature has enough -1/-1 counters on it to reduce its toughness to zero or to low enough that it has lethal damage, and the creature also has +1/+1 counters on it, the creature is put in the graveyard as per Rule 420.5b or Rule 420.5c prior to applying Rule 420.5n. This means it leaves play with -1/-1 counters on it. [Shadowmoor FAQ 2008/04/17] 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 can choose to do so. However, if an effect says that a player can't draw cards and another effect offers that player the choice to draw a card, that player can't choose to do so. [CompRules 2008/05/01] + 423.7 - Some replacement effects result in multiple card draws. In such a case, any parts of the original event that haven't been replaced by the effect occur first, then the card draws happen one at a time. [CompRules 2008/05/01] 5 - Additional Rules ------------------------------------------------------------------------------ 502.5 - Haste + 502.5b - A creature with haste can attack or use activated abilities whose cost includes the tap symbol or the untap symbol even if it hasn't been controlled by its controller continuously since the start of his or her most recent turn. (See Rule 212.3f.) [CompRules 2008/05/01] 502.73 - Changeling + 502.73a - Changeling is a characteristic-defining ability. "Changeling" means "This object is every creature type." This ability works everywhere, even outside the game. See Rule 405.2. [CompRules 2008/05/01] 502.78 - Conspire + 502.78a - Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell is on the stack. The second is a triggered ability that functions while the spell is on the stack. "Conspire" means "As an additional cost to play this spell, you may tap two untapped creatures you control that each share a color with it" and "When you play this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy." Paying a spell's conspire cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2008/05/01] + 502.78b - If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire. [CompRules 2008/05/01] + 502.78.Ruling.1 - If the spell has more than one color, the two creatures to be tapped may be of different colors as long as each shares at least one color with the spell. [Shadowmoor FAQ 2008/04/17] + 502.78.Ruling.2 - You cannot pay the Conspire cost more than once to create multiple copies. But if a card has Conspire more than once, each instance may be paid once. [Shadowmoor FAQ 2008/04/17] + 502.78.Ruling.3 - The triggered ability that creates a copy may be countered by effects that can counter an ability (such as Stifle). [Shadowmoor FAQ 2008/04/17] + Note - Also see Conspire, Rule G3.23. 502.79 - Persist + 502.79a - Persist is a triggered ability. "Persist" means "When this permanent is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it." [CompRules 2008/05/01] + 502.79.Ruling.1 - If the card is no longer in the graveyard when the ability resolves, it will not be put back into play. [Shadowmoor FAQ 2008/04/17] + 502.79.Ruling.2 - When the card is put into play, it enters play as a new permanent with no "memory" of its past. It also has "summoning sickness". [Shadowmoor FAQ 2008/04/17] + Note - Also see Persist, Rule G16.7. 502.80 - Wither + 502.80a - Damage dealt to a creature by a source with wither doesn't stay on that creature (see Rule 212.3g). Rather, it causes that many -1/-1 counters to be put on that creature. [CompRules 2008/05/01] + 502.80b - Multiple instances of wither on the same object are redundant. + 502.80.Ruling.1 - The damage is still dealt as damage, and as such it can be prevented or redirected as normal. If not prevented or redirected, it turns into -1/-1 counters. [Shadowmoor FAQ 2008/04/17] + 502.80.Ruling.2 - Damage to a player or planeswalker is dealt normally. [Shadowmoor FAQ 2008/04/17] + Note - Also see Wither, Rule G23.3. 6 - Multiplayer Rules ------------------------------------------------------------------------------ 600 - General + 600.4b - If an object would change to the control of a player who has left the game, it doesn't. If a token would be put into play under the control of a player who has left the game, no token is created. [CompRules 2008/05/01] + 600.4c - If an object that would be owned by a player who has left the game would be created in any zone, it isn't created. If a triggered ability that would be controlled by a player who has left the game would be put on the stack, it isn't put on the stack. [CompRules 2008/05/01] Example: Astral Slide is an enchantment that reads, "Whenever a player cycles a card, you may remove target creature from the game. If you do, return that creature to play under its owner's control at end of turn." During Alex's turn, Bianca uses Astral Slide's ability to remove Alex's Hypnotic Specter from the game. Before the end of that turn, Bianca leaves the game. At end of turn, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to play triggers, but it isn't put on the stack. Hypnotic Specter never returns to play. [CompRules 2008/05/01] 605 - Free-for-All Variant + 605.4 - Free-for-All games use the normal rules for winning and losing the game (see Rule 102), as modified by Rule 601.15. [CompRules 2008/05/01] 607 - Emperor Variant + 607.5 - The Emperor variant uses the normal rules for winning and losing the game (see Rule 102), as modified by Rule 601.15, and with the following addition. [CompRules 2008/05/01] 608 - Grand Melee Variant + 608.6 - The Grand Melee variant uses the normal rules for winning and losing the game (see Rule 102), as modified by Rule 601.15. [CompRules 2008/05/01] 609 - Teams Variant + 609.5 - Team games use the normal rules for winning and losing the game (see Rule 102), as modified by Rule 601.15. [CompRules 2008/05/01] 7 - Specialized Rules ------------------------------------------------------------------------------ No changes to this section. 8 - Tournament Rules ------------------------------------------------------------------------------ 800 - Shared Tournament Format Rules + 800.2 - Formats that include recent card sets add new card sets to their list on the day of the set is released. [DCI Floor Rules 104 - 2007/12/20] 9 - Glossary ------------------------------------------------------------------------------ G1.2 - Ability Word + G1.2b - The list of ability words, updated through the Shadowmoor(tm) set, is as follows: channel, grandeur, hellbent, kinship, radiance, sweep, and threshold. [CompRules 2008/05/01] G1.19 - Artifact Type + G1.19b - The list of artifact types, updated through the Shadowmoor(tm) set, is as follows: Contraption, Equipment, Fortification. [CompRules 2008/02/01] G3.9 - Changeling + G3.9a - Changeling is a keyword ability that represents a characteristic-defining ability. " Changeling" means "This object is every creature type." This ability works everywhere, even outside the game. [CompRules 2008/05/01] 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. They also function ouside the game. [CompRules 2008/05/01] G3.15 - Color + G3.15b - An object's color is determined by the color(s) of the mana symbols in its mana cost. A hybrid mana symbol is all of its component colors. [CompRules 2008/05/01] G3.23 - Conspire + G3.23a - Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell is on the stack. The second is a triggered ability that functions while the spell is on the stack. "Conspire" means "As an additional cost to play this spell, you may tap two untapped creatures you control that each share a color with it" and "When you play this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy." Paying a spell's conspire cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2008/05/01] + Note - Also see Rule 502.78, "Conspire." G3.29 - Converted Mana Cost + G3.29a - The converted mana cost of an object is the total amount of mana in its mana cost, regardless of color. If an object has no mana cost, its converted mana cost is zero. When calculating the converted mana cost of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol. See Rule 203, "Mana Cost and Color." [CompRules 2005/08/01] Example: An Air Elemental has a mana cost of {3}{U}{U} and a converted mana cost of 5. [CompRules 2003/07/01] 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. Using the entwine ability follows the rles for choosing modes and paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. 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 2008/05/01] G8.2 - Haste + G8.2a - Normally a creature can't attack or use activated abilities with costs that include the tap symbol ({Tap}) or the untap symbol ({Untap}) unless its controller has controlled it continuously since the start of his or her most recent turn. Haste is a static ability that allows a creature to ignore this rule. [CompRules 2008/05/01] G8.7 - Hybrid Card + G8.7a - A hybrid card is a card with one or more hybrid mana symbols in its mana cost. The card is all of the colors of its mana symbols. Most hybrid cards costs are printed in a two-tone frame. [CompRules 2008/05/01] G8.8 - Hybrid Mana Symbols + G8.8a - Each of the hybrid mana symbols represents a cost that can be paid in one of two ways, as represented by the two halves of the hybrid mana symbol. {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. [CompRules 2008/05/01] + G8.8b - Each of the monocolored hybrid mana symbols represents a cost that can be paid with one mana of a specific color or two mana of any type. {2/W} can be paid with either one white mana or two mana of any type, {2/U} one blue mana or two mana of any type, {2/B} one black mana or two mana of any type, {2/R} one red mana or two mana of any type, and {2/G} one green mana or two mana of any type. [CompRules 2008/05/01] + G8.8c - A hybrid mana symbol is all of its component colors. [CompRules 2008/05/01] + G8.8d - When calculating the converted mana cost of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol. [CompRules 2008/05/01] G12.2 - Land Type + G12.2c - The list of land types, updated through the Shadowmoor set, is as follows: Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, Urza's [CompRules 2008/05/01] G13.4 - Mana + G13.4a - Mana is the resource used to play spells and is usually produced by lands. Mana is created by mana abilities (and sometimes by spells), and it can be used to pay costs immediately or can stay in the player's mana pool. See Rule 406, "Mana Abilities." [CompRules 2008/05/01] + G13.4b - The colors of mana are white, blue, black, red, and green. The types of mana are white, blue, black, red, green, and colorless. [CompRules 2008/05/01] + G13.4e - The type of mana a permanent "could produce" at any time includes any type of mana that an ability of that permanent could generate if it were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could be paid. If no type of mana can be defined this way, there's no type of mana that that permanent could produce. [CompRules 2008/05/01] + G13.4f - To tap a permanent for mana is to play an activated ability of that permanent that includes the {Tap} symbol in its cost and produces mana as part of its effect. [CompRules 2008/05/01] G13.10 - Mana Symbol + G13.10a - The mana symbols are {W}, {U}, {B}, {R}, {G}, and {X}; the numerals {0}, {1}, {2}, {3}, {4}, and so on; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; and the snow symbol {S}. See Rule 104.3. [CompRules 2008/05/01] + G13.10g - Each of the hybrid mana symbols represents a cost that can be paid in one of two ways, as represented by the two halves of the hybrid mana symbol. {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. A hybrid mana symbol is each of its component colors. See Rule 104.3f. [CompRules 2008/05/01] + G13.10h - Each of the monocolored hybrid mana symbols represents a cost that can be paid with one mana of a specific color or two mana of any type. {2/W} can be paid with either one white mana or two mana of any type, {2/U} one blue mana or two mana of any type, {2/B} one black mana or two mana of any type, {2/R} one red mana or two mana of any type, and {2/G} one green mana or two mana of any type, See Rule 104.3f. [CompRules 2008/05/01] G13.17 - Monocolored Hybrid Mana Symbols + Note - See Hybrid Mana Symbols, Rule G.8. G16.7 - Persist + G16.7a - Persist is a triggered ability. "Persist" means "When this permanent is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it." [CompRules 2008/05/01] + Note - Also see Rule 502.79, "Persist." G16.24 - Power + G16.24c - Some creature cards have power represented by * instead of a number. The object has a characteristic-defining ability that sets its power according to some stated condition. This ability functions everywhere, even outside the game. [CompRules 2008/05/01] G18.13 - Replicate + G18.13a - Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell is on the stack. The second is a triggered ability that functions while the spell is on the stack. "Replicate [cost]" means "As an additional cost to play this spell, you may pay [cost] any number of times" and "When you play this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any number of the copies." Paying a spell's replicate cost follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2008/05/01] G19.39 - Summoning Sickness (Informal) + G19.39a - The term "summoning sickness" is an informal term which describes a creature's inability to attack or to use activated abilities that include the tap symbol or the untap symbol when it has come under a player's control since the beginning of that player's most recent turn. [CompRules 2008/05/01] G20.1 - Tap + G20.1a - To tap a permanent is to turn it sideways. [CompRules 2008/05/01] + G20.1b - The tap symbol ({Tap} in these rules) in an activation cost means "Tap this permanent"--a permanent that's already tapped can't be tapped again to pay the cost. Creatures that haven't been under a player's control continuously since the beginning of his or her most recent turn can't use any ability of theirs with the tap symbol in the cost. See Rule 104.4. [CompRules 2008/05/01] G20.13 - Tombstone Icon + Note - Also see Rule 104.6. G20.16 - Toughness + G20.16c - Some creature cards have toughness represented by * instead of a number. The object has a characteristic-setting ability that sets its toughness according to some stated condition. This ability functions everywhere, even outside the game. [CompRules 2008/05/01] G21.6 - Untap + G21.6a - To untap a tapped card, rotate it back to the upright position. [CompRules 2008/05/01] + G21.6b - The untap symbol ({Untap} in these rules) in an activation cost means "Untap this permanent"--a permanent that's already untapped can't be untapped again to pay the cost. Creatures that haven't been under a player's control continuously since the beginning of his or her most recent turn can't use any ability of theirs with the untap symbol in the cost. See Rule 104.5. [compRules 2008/05/01] G23.3 - Wither + G23.3a - Damage dealt to a creature by a source with wither doesn't stay on that creature (see Rule 212.3g). Rather, it causes that many -1/-1 counters to be put on that creature. [CompRules 2008/05/01] + Note - Also see Rule 502.80, "Wither." 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.