============================================================================== General 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 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 2008/07/13 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 + 103.2 - When a rule or effect says something can happen and another effect says it can't, the "can't" effect wins. For example, if one effect reads "You may play an additional land this turn" and another reads "You can't play land cards this turn," the effect that keeps you from playing lands wins out. Note that adding abilities to objects and removing abilities from objects don't fall under this rule; see Rule 402.9. [CompRules 2008/07/15] 2 - Parts of the Game ------------------------------------------------------------------------------ 200 - General + 200.10b - The number of loyalty counters on a planeswalker in play indicates how much loyalty it has. [CompRules 2008/07/15] + 200.10c - If a spell or ability refers to a counter being "placed" on a permanent, it means putting a counter on that permanent while it's in play, or that permanent coming into play with a counter. [CompRules 2008/07/15] 202 - Name + 202.2b - If an ability of an object grants to an object an ability that refers to the first object by name, the name refers only to the object whose ability grants that ability, not to any other object with the same name. [CompRules 2008/07/15] Example: Saproling Burst has an ability that reads "Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has 'This creature's power and toughness are each equal to the number of fade counters on Saproling Burst.'" The ability granted to the token only looks at the Saproling Burst that created the token, not at any other Saproling Burst in play. [CompRules 2003/12/01] 215 - Life + 215.4 - If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if his or her 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 life total. [CompRules 2008/07/15] + 215.4a - If a cost or effect allows a player to pay an amount of life greater than 0 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 2008/07/15] 217 - Zones + 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 five 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) Abilities of Auras that trigger when the enchanted permanent leaves play can find that permanent in the zone it moved to and can also find the Aura in its owner's graveyard after state-based effects have been checked. (4) 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. (5) Permanents that phase out or in "remember" their earlier states. See Rule 217.8c. [CompRules 2008/07/15] 217.7 - Removed from the Game + 217.7d - An object may have one ability printed on it that somehow causes one or more cards to be removed from the game, and another ability that refers either to "the removed cards" or to cards "removed from the game with [this object]." These abilities are linked: the second refers only to cards in the removed-from-the-game zone removed due to the first. See Rule 407, "Linked Abilities." [CompRules 2008/07/15] 3 - Turn Structure ------------------------------------------------------------------------------ No changes to this section. 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 402 - Abilities + 402.9 - Effects can add or remove abilities of objects. An effect that adds an ability will state that the object "gains" or "has" that ability. An effect that removes an ability will state that the object "loses" that ability. Effects that remove an ability remove all instances of it. If two or more effects add and remove the same ability, in general the most recent one prevails. (See Rule 418.5, "Interaction of Continuous Effects.") [CompRules 2008/07/15] + 402.10 - An effect that sets an object's characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object "gains" or "has" an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object ("[permanent] is [characteristic value]"), it's not granting an ability. (See Rule 405.2.) [CompRules 2008/07/15] Example: An effect reads, "Enchanted creature has 'This creature is an artifact creature.'" This effect grants an ability to the creature that can be removed by other effects. Another effect reads, "Enchanted creature is an artifact creature." This effect simply defines a characteristic of the creature. It doesn't grant an ability, so effects that would cause the creature to lose its abilities wouldn't cause the enchanted creature to stop being an artifact. [CompRules 2008/07/15] 404 - Triggered Abilities + 404.5 - Some objects have a static ability that's linked to a triggered ability. (See Rule 407, "Linked Abilities") These objects combine both abilities into one paragraph, with the static ability first, followed by the triggered ability. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning. [CompRules 2008/07/15] Example: An ability that reads "Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card" is a static ability linked to a triggered ability. [CompRules 2003/12/01] 407 - Linked Abilities + 407.1 - An object may have two abilities printed on it such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects. If so, these two abilities are linked: the second refers only to actions that were taken or objects that were affected by the first, and not by any other ability. [CompRules 2008/07/15] + 407.2 - There are different kinds of linked abilities. [CompRules 2008/07/15] + 407.2a - If an object has an activated or triggered ability printed on it that removes one or more cards from the game, and another ability printed on it that refers either to "the removed cards" or to cards "removed from the game with [this object]," these abilities are linked. The second ability refers only to cards in the removed-from-the-game zone that were moved there as a result of the first ability. [CompRules 2008/07/15] + 407.2b - If an object has an ability printed on it that generates a replacement effect which causes one or more cards to be removed from the game, and another ability printed on it that refers either to "the removed cards" or to cards "removed from the game with [this object]," these abilities are linked. The second ability refers only to cards in the removed-from-the-game zone that were moved there as a direct result of a replacement event caused by the first ability. See Rule 419.6, "Replacement Effects." [CompRules 2008/07/15] + 407.2c - If an object has an activated or triggered ability printed on it that puts one or more objects into play, and another ability printed on it that refers to objects "put into play with [this object]," those abilities are linked. The second can refer only to objects put into play as a result of the first. [CompRules 2008/07/15] + 407.2d - If an object has an ability printed on it that causes a player to "choose a [value]" or "name a card," and another ability printed on it that refers to "the chosen [value]," "the last chosen [value]," or "the named card," these abilities are linked. The second ability refers only + 407.2e - If an object has both a static ability and a triggered ability printed on it in the same paragraph, those abilities are linked. The triggered ability refers only to actions taken as a result of the static ability. See Rule 404.5. [CompRules 2008/07/15] + 407.2f - If an object has a kicker ability printed on it, and another ability printed on it that refers to whether the kicker cost was paid, those abilities are linked. The second refers only to whether the kicker cost listed in the first was paid when the object was played as a spell. If a kicker ability lists multiple costs, it will have multiple abilities linked to it. Each of those abilities will specify which kicker cost it refers to. See Rule 502.21, "Kicker." [CompRules 2008/07/15] + 407.2g - The two abilities represented by the champion keyword are linked abilities. See Rule 502.72, "Champion." [CompRules 2008/07/15] + 407.3 - If an object acquires a pair of linked abilities as part of the same effect, the abilities will be similarly linked to one another on that object even though they weren't printed on that object. They can't be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. [CompRules 2008/07/15] Example: Arc-Slogger has the ability "{R}: Remove the top ten cards of your library from the game: Arc-Slogger deals 2 damage to target creature or player." Sisters of Stone Death has the ability "{B}{G}: Remove from the game target creature blocking or blocked by Sisters of Stone Death" and the ability "{2}{B}: Put a creature card removed from the game with Sisters of Stone Death into play under your control." Quicksilver Elemental has the ability "{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn." If a player has Quicksilver Elemental gain Arc-Slogger's ability, plays it, then has Quicksilver Elemental gain Sisters of Stone Death's abilities, plays the remove-from-game ability, and then plays the return-to-play ability, only the creature card Quicksilver Elemental removed from the game with Sisters of Stone Death's ability can be returned to play. Creature cards Quicksilver Elemental removed from the game with Arc-Slogger's ability can't be returned. [CompRules 2008/07/15] 410 - Handling Triggered Abilities + 410.10f - Some Auras have triggered abilities that trigger on the enchanted permanent leaving play. These triggered abilities can find that permanent in the zone it moved to and can also find the Aura in its owner's graveyard after state-based effects have been checked. See Rule 217.1c. [CompRules 2008/07/15] 413 - Resolving Spells and Abilities + 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, with the exception that having an empty library doesn't make drawing a card an impossible action (see Rule 423.3). [CompRules 2008/07/15] 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] + 413.2i - A spell is put into play from the stack under the control of the spell's controller (for permanents) or is put into its owner's graveyard from the stack (for instants and sorceries) as the final step of the spell's resolution. An ability is removed from the stack and ceases to exist as the final step of its resolution. If a permanent spell resolves but its controller can't put it into play, that player puts it into its owner's graveyard. [CompRules 2008/07/15] Example: Worms of the Earth says "If a land would come into play, instead it doesn't." Clone says "As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature." If a player plays Clone and chooses to copy Dryad Arbor (a land creature) while Worms of the Earth is in play, Clone can't come into play from the stack. It's put into its owner's graveyard. [CompRules 2008/07/15] 418.5 - Interaction of Continuous Effects + 418.5e - An object's timestamp is the time it entered the zone it's currently in, with three exceptions: (a) Whenever an Aura, Equipment, or Fortification becomes attached to an object or player, the Aura, Equipment, or Fortification receives a new timestamp. (b) If two or more objects would receive a timestamp simultaneously, the active player determines their timestamp order at that time. (c) Permanents that phase in keep the same timestamps they had when they phased out. [CompRules 2008/07/15] 419.6 - Replacement Effects + 419.6b - Regeneration is a destruction-replacement effect. The word "instead" doesn't appear on the card but is implicit in the definition of regeneration. "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage from it and tap it. If it's an attacking or blocking creature, remove it from combat." Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. [CompRules 2008/07/15] + 419.6c - Some effects replace damage dealt to one creature, planeswalker, or player with the same damage dealt to another creature, planeswalker, or player; such effects are called "redirection" effects. If either creature or planeswalker is no longer in play when the damage would be redirected, or is no longer a creature or planeswalker when the damage would be redirected, the effect does nothing. [CompRules 2008/07/15] + 419.6j - An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be removed from the game, and another ability that refers either to "the removed cards" or to cards "removed from the game with [this object]." These abilities are linked: the second refers only to cards in the removed-from-the-game zone that were moved there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can't be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See Rule 407, "Linked Abilities." [CompRules 2008/07/15] 419.7 - Prevention Effects + 419.7e - Some prevention effects also include an additional effect, which may refer to the amount of damage that was prevented. The prevention takes place at the time the original event would have happened; the rest of the effect takes place immediately afterward. [CompRules 208/07/15] 5 - Additional Rules ------------------------------------------------------------------------------ 501.5 - Regenerate + 501.5a - If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage from it and tap it. If it's an atacking or blocking creature, remove it from combat." [CompRules 2008/07/15] + 501.5b - If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, "Regenerate [permanent]" means "Instead remove all damage from [permanent] and tap it. If it's an attacking or blocking creature, remove it from combat." [CompRules 2008/07/15] 502.13 - Cumulative Upkeep + 502.13b - If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves. [CompRules 2008/07/15] Example: A creature has two instances of "Cumulative upkeep - Pay 1 life." The creature currently has no counters but both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life. [CompRules 2003/07/01] 502.21 - Kicker + 502.21b - Objects with kicker have additional abilities that specify what happens if the kicker cost is paid. These abilities refer to whether the player who played the object as a spell chose to pay the kicker costs; they don't check what that player actually spent to do so. These abilities are linked to the kicker abilities printed on that object: they can refer only to those specific kicker abilities. They can't refer to any other kicker costs that may have been paid when the object was played. See Rule 407, "Linked Abilities." [CompRules 2008/07/15] + 502.21c - Objects with more than one kicker cost have abilities that each correspond to a specific kicker cost. They contain the phrases "if the [A] kicker cost was paid" and "if the [B] kicker cost was paid," where A and B are the first and second kicker costs listed on the card, respectively. This text just refers to one kicker cost or the other, regardless of what the spell's controller actually spent when paying the cost. In other words, read "if the [A] kicker cost was paid" as "if the first listed kicker cost was paid," and read "if the [B] kicker cost was paid" as "if the second listed kicker cost was paid." Each of those abilities is linked to the kicker ability. [CompRules 2008/07/15] + 502.21d - If part of a spell's ability has its effect only if a kicker cost was paid, and that part of the ability includes any targets, the spell's controller chooses those targets only if he or she declared the intention to pay that kicker cost. Otherwise, the spell is played as if it did not have those targets. See Rule 409.1d. [CompRules 2008/07/15] 502.53 - Forecast + 502.53b - A forecast ability may be played only during the upkeep step of the card's owner and only once each turn. The controller of the forecast ability reveals the card with that ability from his or her hand as the ability is played. That player plays with that card revealed in his or her hand until it leaves the player's hand or until a step or phase that isn't an upkeep step begins, whichever comes first. [CompRules 2008/07/15] 502.72 - Champion + 502.72b - The two abilities represented by champion are linked. See Rule 407, "Linked Abilities." [CompRules 2008/07/15] 502.79 - Persist + 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] This makes it so having more than one copy of Persist is not useful. The second one to resolve will find that the first one already removed the card from the graveyard. [Eventide FAQ 2008/07/08] 502.81 - Retrace + 502.81a - Retrace appears on some instants and sorceries. It represents a static ability that functions while the card is in a player's graveyard. "Retrace" means "You may play this card from your graveyard by discarding a land card as an additional cost to play it." Playing a spell using its retrace ability follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2008/07/15] + 502.81.Ruling.1 - If the retraced card goes to your graveyard on resolution, you can use the Retrace ability to play it again this turn if you can pay the costs again. [Eventide FAQ 2008/07/08] 503 - Copying Objects + 503.8 - If a pair of linked abilities are copied, those abilities will be similarly linked to one another on the object that copied them. One ability refers only to actions that were taken or objects that were affected by the other. They can't be linked to any other ability, regardless of what other abilities the copy may currently have or may have had in the past. See Rule 407, "Linked Abilities." [CompRules 2008/07/15] + 503.8a - If an ability causes a player to "choose a [value]" or "name a card," and a second, linked ability refers to that choice, the second ability is the only ability that can refer to that choice. An object doesn't "remember" that choice and use it for other abilities it may copy later. (This is a change from previous rules.) If an object copies an ability that refers to a choice, but either (a) doesn't copy that ability's linked ability or (b) does copy the linked ability but no choice is made, then the choice is considered to be "undefined." If an ability refers to an undefined choice, that part of the ability won't do anything. Example: A Vesuvan Doppelganger comes into play as a copy of Chameleon Spirit, and the Doppelganger's controller chooses blue. Later, the Doppelganger copies Quirion Elves. The Elves has the ability, "{Tap}: Add one mana of the chosen color to your mana pool." Even though a color was chosen for the Doppelganger, it was chosen for a different linked ability. If that mana ability of the Doppelganger is played, it will not produce mana. [CompRules 2008/07/15] + 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 for it, 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 2008/07/15] 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] 506 - Subgames + 506.5 - At the end of a subgame, each player puts all cards he or she owns that are in the subgame into his or her library in the main game, then shuffles them. This includes cards in the subgame's removed-from-the-game zone. All other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that's no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack. [CompRules 2008/07/15] 6 - Multiplayer Rules ------------------------------------------------------------------------------ No changes to this section. 7 - Specialized Rules ------------------------------------------------------------------------------ 703 - Keyword Abilities + 703.7.Ruling.2 - Chroma abilities check only mana symbols in the mana cost, and not ones that appear in the card text. [Eventide FAQ 2008/07/08] 8 - Tournament Rules ------------------------------------------------------------------------------ No changes to this section. 9 - Glossary ------------------------------------------------------------------------------ G1.2 - Ability Word + G1.2b - The list of ability words, updated through the Eventide(tm) set, is as follows: channel, chroma, grandeur, hellbent, kinship, radiance, sweep, and threshold. [CompRules 2008/07/15] G1.19 - Artifact Type + G1.19b - The list of artifact types, updated through the Eventide(tm) set, is as follows: Contraption, Equipment, Fortification. [CompRules 2008/07/15] G3.37 - Creature Type + G3.37b - The list of creature types, updated through the Eventide set, is as follows: [CompRules 2008/07/15] 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, Noggle, 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 2008/07/15] G5.7 - Enchantment Type + G5.7b - The list of enchantment types, updated through the Eventide set, is as follows: Aura, Shrine. [CompRules 2008/07/15] G5.17 - Event + G5.17a - Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they're looking for. One "happening" may be treated as a single event by one ability and as multiple events by another. [CompRules 2003/07/01] Example: If an attacking creature is blocked by two defending creatures, this is one event for a triggered ability that reads "Whenever [this creature] becomes blocked" but two events for a triggered ability that reads "Whenever [this creature] becomes blocked by a creature." [CompRules 2008/07/15] G5.19 - Exchange + G5.19a - A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can't be completed, no part of the exchange occurs. [CompRules 2008/07/15] Example: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature. [CompRules 2008/07/15] + G5.19b - When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing. [CompRules 2008/07/15] G6.15 - Forecast + G6.15a - Forecast is a special kind of activated ability that can be played only from a player's hand. It's written "Forecast - [Activated ability]." A forecast ability may be played only during the upkeep step of the card's owner and only once each turn. The controller of the forecast ability reveals the card with that ability from his or her hand as the ability is played. That player plays with that card revealed in his or her hand until it leaves the player's hand or until a step or phase that isn't an upkeep step begins, whichever comes first. [CompRules 2008/07/15] G12.2 - Land Type + G12.2c - The list of land types, updated through the Eventide set, is as follows: Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, Urza's [CompRules 2008/07/15] G12.16 - Linked Abilities + G12.16a - If an object has two abilities printed on it such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects, those abilities are linked. The second ability can refer only to actions that were taken or objects that were affected by the first ability, and not by any other ability. See Rule 407, "Linked Abilities." [CompRules 2008/07/15] G13.4 - Mana + 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 that permanent wouldn't produce any mana under these conditions, or no type of mana can be defined this way, there's no type of mana that that permanent could produce. [CompRules 2008/07/15] G13.10 - Mana Symbol + 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 all of its component colors. See Rule 104.3f. [CompRules 2008/07/15] + G13.10i - The symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See Rule 104.3i. [CompRules 2008/07/15] G16.12 - Placed + G16.12a - If a spell or ability refers to a counter being placed on a permanent, it means putting a counter on that permanent while it's in play, or that permanent coming into play with a counter. See Rule 200.10c. [CompRules 2008/07/15] G16.17 - Planeswalker Type + G16.17b - The list of planeswalker types, updated through the Eventide set, is as follows: Ajani, Chandra, Garruk, Jace, Liliana. [CompRules 2008/07/15] G18.7 - Regenerate + G18.7a - Regeneration is a destruction-replacement effect. "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage from it and tap it. If it's an attacking or blocking creature, remove it from combat." Because it's a replacement effect, it must be active before the attempted destruction event. Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. [CompRules 2008/07/15] G18.18 - Retrace + G18.18a - Retrace is a static ability that functions while an instant or sorcery card with retrace is in a player's graveyard. "Retrace" means "You may play this card from your graveyard by discarding a land card as an additional cost to play it." Playing a spell using its retrace ability follows the rules for paying additional costs in Rule 409.1b and Rule 409.1f through Rule 409.1h. [CompRules 2008/07/15] G19.23 - Spell Type + G19.23b - The list of spell types, updated through the Eventide set, is as follows: Arcane. [CompRules 2008/07/15] G19.41 - Supertype + G19.41c - The list of supertypes, updated through the Eventide set, is as follows: basic, legendary, snow, and world. [CompRules 2008/07/15] G24.1 - X + G24.1a - Many cards use the letter X as a placeholder for a number that needs to be determined. All instances of X on an object have the same value. [CompRules 2008/07/15] + G24.1b - If a spell or activated ability has a cost with an "{X}" in it, and the value of X isn't defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of playing the spell or ability. (See Rule 409, "Playing Spells and Activated Abilities.") While the spell or ability is on the stack, the {X} in its mana cost equals the announced value. [CompRules 2008/07/15] + G24.1c - If you're playing a spell that has {X} in its mana cost, the value of X isn't defined by the text of that spell, and and effect lets you play that spell without paying any cost that includes {X}, then the only legal choice for X is 0. This doesn't apply to effects that only reduce a cost, even if they reduce it to zero. See Rule 409, "Playing Spells and Activated Abilities." [CompRules 2008/07/15] + G24.1e - If a card in any zone other than the stack has {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text. [CompRules 2008/07/15] + G24.1f - In other cases, X appears in the text of a spell or ability but not in a mana cost or activation cost. If the value of X is defined by the text of that spell or ability, then that's the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn't get to choose the value. Note that the value of X may change while that spell or ability is on the stack. If the value of X isn't defined, the controller of the spell or ability chooses the value of X. [CompRules 2008/07/15] 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.