============================================================================== General Rulings Summary (CHANGES ONLY) Updated 2008/10/20 ============================================================================== 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 2008/09/10 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 ------------------------------------------------------------------------------ 100 - General + 100.5 - Most Magic tournaments have special rules (not included here) and may limit the use of some cards, including barring all cards from some older sets. See the most current Magic: The Gathering DCI(r) Floor Rules for more information. They can be found at ( http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home ). [CompRules 2008/10/01] 102 - Winning and Losing + 102.3a - A player can concede the game at any time. A player who concedes leaves the game immediately. He or she loses the game. [CompRules 2005/08/01] 2 - Parts of the Game ------------------------------------------------------------------------------ 206 - Expansion Symbol + 206.2 - The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver expansion symbol indicates the card is uncommon. A black or white expansion symbol indicates the card is common or is a basic land. A purple expansion symbol signifies a special rarity; to date, only the Time Spiral(tm) "timeshifted" cards, which were rarer than that set's rare cards, have had purple expansion symbols. (Prior to the Exodus(tm) set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, Magic core sets didn't have expansion symbols at all.) [CompRules 2008/10/01] 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 no legal choice can be made, see Rule 212.4k. [CompRules 2008/10/01] + 212.4k - If an Aura is coming into play and there is no legal object or player for it to enchant, 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 2008/10/01] + 212.4m - If an effect attempts to attach an Aura in play to an object or player, that object or player must be able to be enchanted by it. If the object or player can't be, the Aura doesn't move. [CompRules 2008/10/01] 217 - Zones + 217.1d - If an object would move from one zone to another, first determine what event is moving the object. Then apply any appropriate replacement effects to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object's controller-or its owner if it has no controller-chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous "destroy" effects.) Then the event moves the object. [CompRules 2008/10/01] 217.9 - Ante + 217.9a - Earlier versions of the Magic rules included an ante rule as a way of playing "for keeps." Playing Magic games for ante is now considered an optional variation on the game, and it's allowed only where it's not forbidden by law or by other rules. Playing for ante is strictly forbidden under the DCI Universal Tournament Rules ( http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home ). [CompRules 2008/10/01] 3 - Turn Structure ------------------------------------------------------------------------------ 306 - Combat Phase + 306.1b - If an effect would put a creature into play attacking under the control of any player except an attacking player, that creature does come into play, but it's never considered to be an attacking creature. [CompRules 2008/10/01] + 306.1c - If an effect would put a creature into play blocking but the creature it would block isn't attacking either the first creature's controller or a planeswalker that player controls, that creature does come into play, but it's never considered to be a blocking creature. [CompRules 2008/10/01] + 306.5 - An attacking creature is attacking alone if it's the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if it's attacking but no other creatures. A creature blocks alone if it's the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if it's blocking but no other creatures are. [CompRules 2008/10/01] 4 - Spells, Abilities, and Effects ------------------------------------------------------------------------------ 402 - Abilities + 402.2 - Aside from the abilities that are followed as instructions while an instant or sorcery spell is resolving (see Rule 401.3), there are three general categories of abilities: activated, triggered, and static. Activated and triggered abilities can also be mana abilities. Abilities can generate one-shot effects or continuous effects. Some effects are replacement effects or prevention effects. [CompRules 2008/10/01] + 402.5 - Activated and triggered abilities aren't spells, and therefore can't be countered by anything that counters only spells. Abilities can be countered by effects that specifically counter abilities, as well as by the rules (for example, an ability with one or more targets is countered if all its targets become illegal). Static abilities don't use the stack and thus can't be countered at all. [CompRules 2008/10/01] 403 - Activated Abilities + 403.1 - An activated ability is written as "[Cost]: [Effect]. [Play restriction (if any).]" The activation cost is everything before the colon (:). An ability's activation cost must be paid by the player who is playing it. [CompRules 2008/10/01] + 403.3 - 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 2008/10/01] + 403.4 - If an activated ability has a restriction on its use (for example, "Play this ability only once each turn"), the restriction continues to apply to that object even if its controller changes. [CompRules 2008/10/01] 408.1 - Timing, Priority, and the Stack + 408.1i - Special actions don't use the stack. The special actions are playing a land (see Rule 408.2d), turning a face-down creature face up (see Rule 408.2h), stopping delayed triggered abilities from triggering or ending continuous effects (see Rule 408.2i), ignoring continuous effects (see Rule 408.2j), and removing a card with suspend in your hand from the game. [CompRules 2008/10/01] 408.2 - Actions That Don't Use the Stack + 408.2i - Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability. This is a special action. A player can stop a delayed triggered ability from triggering or end a continuous effect only if the ability or effect allows it and only when he or she has priority. The player who took the action gets priority after this special action. [CompRules 2008/10/01] 409 - Playing Spells and Activated Abilities + 409.1b - If the spell or ability is modal (uses the phrase "Choose one -," "Choose two -," "Choose one or both -," 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 2008/10/01] 419 - Replacement and Prevention Effects + 419.5 - If an event is prevented or replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can't be carried out, in which case the impossible instruction is simply ignored. [CompRules 2010/08/01] 419.6 - Replacement Effects + 419.6e - Skipping an event, step, phase, or turn is a replacement effect. "Skip [something]" is the same as "Instead of doing [something], do nothing." Once a step, phase, or turn has started, it can no longer be skipped--any skip effects will wait until the next occurrence. [CompRules 2008/10/01] + 419.6g - Some effects cause a player to skip a step, phase, or turn, then another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur. [CompRules 2008/10/01] 419.9 - Interaction of Replacement or Prevention Effects + 419.9a - If two or more replacement or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply. If any of those effects are self-replacement effects (see Rule 419.6d), one of them must be chosen. If not, but any of those effects would modify under whose control an object would come into play, one of them must be chosen. Otherwise, any of the applicable effects may be chosen. Once the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would be applicable) until there are no more left to apply. If two or more players have to make these choices at the same time, choices are made in APNAP order (see Rule 103.4). [CompRules 2008/10/01] Example: Two permanents are in play. One is an enchantment that reads "If a card would be put into a graveyard, instead remove it from the game," and the other is a creature that reads "If [this creature] would be put into a graveyard from play, instead shuffle it into its owner's library." The controller of the creature that would be destroyed decides which replacement to apply first; the other does nothing. [CompRules 2005/08/01] 420 - State-Based Effects + 420.3 - Whenever a player would get priority (see Rule 408, "Timing of Spells and Abilities"), the game checks for any of the listed conditions for state-based effects. All applicable effects resolve simultaneously as a single event, then the check is repeated. Once no more state-based effects have been generated, triggered abilities go on the stack, and then the appropriate player gets priority. This check is also made during the cleanup step (see Rule 314); if any of the listed conditions apply, the active player receives priority. [CompRules 2008/10/01] + 420.6 - If multiple state-based effects would have the same result at the same time, a single replacement effect will replace all of them. [CompRules 2008/10/01] Example: You control Lich's Mirror, which says "If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20." There's one card in your library and your life total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based effects are checked, you'd lose the game due to Rule 420.5a and Rule 420.5g. Instead, Lich's Mirror replaces that game loss and you keep playing. [CompRules 2008/10/01] 421 - Handling "Infinite" Loops + 421.3 - If a loop contains optional actions controlled by two players and actions by both of those players are required to continue the loop, the active player (or if the active involved is not involved, the first involved player after theactive player in turn order) chooses a number. The other player then has two choices. He or she can choose a lower number, in which case the loop continues that number of times plus whatever fraction is necessary for the first player to "have the last word." Or he or she can agree to the number the first player chose, in which case the loop continues that number of times plus whatever fraction is necessary for the second player to "have the last word." (Note that either fraction may be zero.) This sequence of choices is extended to all applicable players if there are more than two players involved. [CompRules 2008/10/01] Example: In a two-player game, one player controls a creature with the ability "{0}: [This creature] gains flying," and another player controls a permanent with the ability "{0}: Target creature loses flying." The "infinity rule" ensures that regardless of which player initiated the gain/lose flying ability, the nonactive player will always have the final choice and therefore be able to determine whether the creature has flying. (Note that this assumes that the first player attempted to give the creature flying at least once.) [CompRules 2005/08/01] + 421.5 - If the loop contains more than one set of optional, independent actions each controlled by different players, and the active player (or, if the active player is not involved, the first involved player after the active player in turn order) chooses a number for his or her set of actions. Knowing that number, the remaining players, in turn order, each choose a number for his or her sets of actions. It can be higher, lower, or the same. Then each set of actions occurs the appropriate number of times. [CompRules 2008/10/01] + 421.6 - If the loop contains an effect that says "[X] unless [Y]," where [X] and [Y] are each actions, no player can be forced to perform [Y] to break the loop. If no player chooses to perform [Y], the loop will continue as though [X] were mandatory. [CompRules 2008/10/01] 424 - Costs + 424.6 - Some spells, activated abilities, and triggered abilities read, "[X]. If [a player] [does or doesn't], [effect]." or "[a player] may [X]. If [that player] [does or doesn't], [effect]." The action [X] is a cost, paid when the spell or ability resolves. The "If [a player] [does or doesn't]" clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred. [CompRules 2008/10/01] Example: You control Hesitation, an enchantment that says "When a spell is played, sacrifice Hesitation. If you do, counter that spell." A spell is played, causing Hesitation's ability to trigger. Then an ability is played that removes Hesitation from the game. When Hesitation's ability resolves, you're unable to pay the "sacrifice Hesitation" cost. The spell is not countered. [CompRules 2008/10/01] Example: Your opponent has played Gather Specimens, a spell that says "If a creature would come into play under an opponent's control this turn, it comes into play under your control instead." You control a face-down Dermoplasm, a creature with morph that says "When Dermoplasm is turned face up, you may put a creature card with morph from your hand into play face up. If you do, return Dermoplasm to its owner's hand." You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand into play. Due to Gather Specimens, it comes into play under your opponent's control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner's hand. [CompRules 2008/10/01] 5 - Additional Rules ------------------------------------------------------------------------------ 502.15 - Phasing + 502.15m - A permanent that phases in can attack and tap to play abilities whose cost includes the tap symbol ({Tap}) or the untap symbol ({Untap}) as though that permanent had haste. This applies even if that permanent phased out and phased back in the turn it came into play. The permanent remains able to do so until it changes controllers or leaves play. [CompRules 2008/10/01] 502.82 - Devour + 502.82a - Devour is a static ability. "Devour N" means "As this object comes into play, you may sacrifice any number of creatures. This permanent comes into play with N +1/+1 counters on it for each creature sacrificed this way." [CompRules 2008/10/01] + 502.82b - Some objects have abilities that refer to the number of creatures the permanent devoured. "It devoured" means "sacrificed as a result of its devour ability as it came into play." [CompRules 2008/10/01] + 502.82.Ruling.1 - The Devour ability applies no matter how the creature comes into play. [Shards of Alara FAQ 2008/09/23] + 502.82.Ruling.2 - You may choose not to sacrifice any creatures. [Shards of Alara FAQ 2008/09/23] + 502.82.Ruling.3 - If you play the creature with Devour as a spell, you do not choose how many creatures to sacrifice or which ones until during resolution of the spell. At this point it is too late for anyone to counter it, and you can't "lose" your sacrifices. [Shards of Alara FAQ 2008/09/23] + 502.82.Ruling.4 - A creature coming into play with Devour cannot sacrifice other creatures that are coming into play at the same time. [Shards of Alara FAQ 2008/09/23] + 502.82.Ruling.5 - If more than one creature with Devour is coming into play at the same time, any single creature in play may only be sacrificed to one of them. [Shards of Alara FAQ 2008/09/23] 502.83 - Exalted + 502.83a - Exalted is a triggered ability. "Exalted" means "Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn." [CompRules 2008/10/01] + 502.83b - A creature "attacks alone" if it's the only creature declared as an attacker in a given combat phase. See Rule 306.5. [CompRules 2008/10/01] + 502.83.Ruling.1 - Exalted bonuses stack. If you have three permanents with Exalted in play and a creature attacks alone, it will get +3/+3. [Shards of Alara FAQ 2008/09/23] + 502.83.Ruling.2 - Exalted only applies when you declare a single attacking creature. If you declare an attack with more creatures and then some of them are removed so only one is attacking, you will not get the bonus. [Shards of Alara FAQ 2008/09/23] + 502.83.Ruling.3 - The Exalted triggered ability will resolve and give the bonus before blockers are declared. [Shards of Alara FAQ 2008/09/23] + 502.83.Ruling.4 - In a Two-Headed Giant multi-player game, a creature attacks alone only if it is the only attacker declared by your team. [Shards of Alara FAQ 2008/09/23] + 502.83.Ruling.5 - If there is a second attack phase, the Exalted ability can trigger again. [Shards of Alara FAQ 2008/09/23] + 502.83.Ruling.6 - If an effect puts a creature into play attacking, this will not trigger Exalted. It also will it cause any creature that already attacked alone to lose the Exalted bonus, even if the Exalted trigger has not yet resolved. [Shards of Alara FAQ 2008/09/23] 502.84 - Unearth + 502.84a - Unearth is an activated ability that functions while the card is in a graveyard. "Unearth [cost]" means "[Cost]: Return this card from your graveyard to play. It gains haste. Remove it from the game at end of turn. If it would leave play, remove it from the game instead of putting it anywhere else. Play this ability only any time you could play a sorcery." [CompRules 2008/10/01] + 502.84.Ruling.1 - If you play this ability and the card is not in the graveyard at the time the ability resolves, then Unearth does nothing. [Shards of Alara FAQ 2008/09/23] + 502.84.Ruling.2 - Playing a card using Unearth counts as playing an ability and not a spell. This makes it so only effects that counter abilities (not ones that counter spells) able to counter it. [Shards of Alara FAQ 2008/09/23] + 502.84.Ruling.3 - If the creature leaves play by any means before the end of the turn, it is removed from the game by the replacement ability. If it is still in play at the end of the turn, it is removed by the delayed triggered ability. [Shards of Alara FAQ 2008/09/23] + 502.84.Ruling.4 - Removing abilities from the creature will remove Haste, but the replacement and delayed triggers that remove it from the game are not abilities of the creature and cannot be removed. [Shards of Alara FAQ 2008/09/23] + 502.84.Ruling.5 - If another effect removes the creature from the game, then it will succeed at doing do. [Shards of Alara FAQ 2008/09/23] 503 - Copying Objects + 503.Ruling.1 - If a modal spell is copied, the copy will have the same mode. [Shards of Alara FAQ 2008/09/23] 511 - Flipping a Coin + 511.3 - A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that either side lands face up. If the coin that's being flipped doesn't have an obvious "heads" or "tails," designate one side to be "heads," and the other side to be "tails." Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call "odds" or "evens," or roll an even-sided die and designate that "odds" means "heads" and "evens" means "tails." [CompRules 2008/10/01] 6 - Multiplayer Rules ------------------------------------------------------------------------------ 600 - General + 600.3 - Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering DCI Floor Rules for more information. They can be found at ( http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home ). [CompRules 2008/10/01] 606 - Two-Headed Giant Variant + 606.8c - If a player concedes, his or her team leaves the game immediately. That team loses the game. [CompRules 2008/10/01] 7 - Specialized Rules ------------------------------------------------------------------------------ No changes to this section. 8 - Tournament Rules ------------------------------------------------------------------------------ 803 - Extended Tournament Format + 803.7 - Some cards are 'banned' (see Rule 800.4) in this format even though they are from legal expansions. These cards are: [Update 2008/09/01] AEther Vial, Sensei's Divining Top, Skullclamp, Disciple of the Vault. 9 - Glossary ------------------------------------------------------------------------------ G1.1 - Ability + G1.1b - The general categories of abilities are activated abilities (see Rule 403), triggered abilities (see Rule 404), static abilities (see Rule 405), and the abilities that are followed as instructions while an instant or sorcery spell is resolving (see Rule 401.3). [CompRules 2008/10/01] G1.2 - Ability Word + G1.2b - The list of ability words, updated through the Shards of Alara(tm) set, is as follows: channel, chroma, grandeur, hellbent, kinship, radiance, sweep, and threshold. [CompRules 2008/10/01] G1.4 - Activated Ability + G1.4a - An activated ability is written as "[Cost]: [Effect.] [Play restriction (if any).]" By paying the activation cost, a player may play such an ability whenever he or she has priority. When an activated ability is played, it goes onto the stack and stays there until it's countered, it resolves, or it otherwise leaves the stack. [CompRules 2008/10/01] G1.5 - Activation Cost + G1.5a - The activation cost of an activated ability is everything that appears before the colon in that ability's text. It must be paid to play the ability. [CompRules 2008/10/01] Example: The activation cost of an ability that reads "{2},{Tap}: You gain 1 life" is two mana of any color plus tapping the permanent. [CompRules 2003/07/01] G1.19 - Artifact Type + G1.19b - The list of artifact types, updated through the Shards of Alara(tm) set, is as follows: Contraption, Equipment, Fortification. [CompRules 2008/10/01] G1.24 - Attack Alone + G1.24a - A creature attacks alone if it's the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if it's attacking but no other creatures are. [CompRules 2008/10/01] G2.8 - Block Alone + G2.8a - A creature blocks alone if it's the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if it's blocking but no other creatures are. [CompRules 2008/10/01] G3.37 - Creature Type + G3.37b - The list of creature types, updated through the Shards of Alara set, is as follows: [CompRules 2008/10/01] 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, 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] G4.15 - Devour + G4.15a - Devour is a static ability. "Devour N" means "As this object comes into play, you may sacrifice any number of creatures. This permanent comes into play with N +1/+1 counters on it for each creature sacrificed this way." Some objects have abilities that refer to the number of creatures the permanent devoured. "It devoured" means "sacrificed as a result of its devour ability as it came into play." [CompRules 2008/10/01] + Note - Also see Rule 502.82, "Devour." G5.7 - Enchantment Type + G5.7b - The list of enchantment types, updated through the Shards of Alara set, is as follows: Aura, Shrine. [CompRules 2008/10/01] G5.19 - Exalted + G5.19a - Exalted is a triggered ability. "Exalted" means "Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn." [CompRules 2008/10/01] + Note - Also see Rule 502.83, "Exalted." G5.21 - Expansion Symbol + G5.21a - The small icon normally printed below the right edge of the illustration on a Magic card is the expansion symbol. The symbol indicates the set in which the card was published, and its color indicates the rarity of the card. Cards reprinted in a core set or another expansion receive its expansion symbol. Spells and abilities that affect cards from a particular expansion only affect cards with that set's expansion symbol. The first five editions of the core set had no expansion symbol. Cards printed before the Exodus set had black expansion symbols regardless of rarity. See Rule 206, "Expansion Symbol. Visit the products section of ( www.magicthegathering.com ) for the full list of expansions and expansion symbols ( http://www.wizards.com/Magic/TCG/Article.aspx?x=mtg/tcg/products/allproducts ). [CompRules 2008/10/01] + G5.21b - Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or allowed by the Magic Floor Rules). See the Magic Floor Rules for the current definitions of the constructed formats ( http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home ). [CompRules 2008/10/01] G6.11 - Flip a Coin + G6.11c - A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that either side lands face up. If the coin that's being flipped doesn't have an obvious "heads" or "tails," designate one side to be "heads," and the other side to be "tails." Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. [CompRules 2008/10/01] G6.13 - Floor Rules + G6.13a - The current DCI Magic: The Gathering Floor Rules can be found at ( http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home ). [CompRules 2008/10/01] G11.1 - Keyword Action + G11.1a - Most actions described in a card's rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These "keywords" are game terms; sometimes reminder text summarizes their meanings. [CompRules 2008/10/01] G12.2 - Land Type + G12.2c - The list of land types, updated through the Shards of Alara set, is as follows: Desert, Forest, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, Urza's [CompRules 2008/10/01] G12.18 - Lose the Game + G12.18a - There are several ways to lose the game. A player can concede the game at any time; a player who concedes loses the game (see Rule 102.3a). If a player's life total is 0 or less, he or she loses the game the next time a player would receive priority (this is a state-based effect; see Rule 420). If a player attempts to draw a card from an empty library, he or she loses the game the next time a player would receive priority (this is a state-based effect; see Rule 420). If a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. (This is a state-based effect; see Rule 420). If a player would both win and lose simultaneously, he or she loses. In a multiplayer game between teams, a team loses the game if all players on that team have lost. [CompRules 2008/10/01] G13.11 - Match + G13.11a - A match is a series of Magic games and is important only for tournament or league play. A two-player match usually consists of the best two of three games, or sometimes the best three of five. A multiplayer match usually consists of only one game. For more information, consult the DCI Magic Floor Rules ( http://www.wizards.com/Magic/Events.aspx?x=dci/doccenter/home ). [CompRules 2008/10/01] G13.13 - Modal, Mode + G13.13a - A spell or ability is modal if it is written "Choose one -- ," "Choose two -- ," "Choose one or both -- ," or "[a specified player] chooses one -- ." Modal spells and abilities offer a choice of effects. A modal spell or ability's controller must choose the mode(s) as part of playing the spell or ability or as part of putting the ability on the stack (in the case of triggered abilities); see Rule 409.1b. If a mode has targets, a player can't choose that mode unless all of its targets can be chosen. [CompRules 2008/10/01] + G13.13.Ruling.1 - If a modal spell is copied, the copy will have the same mode. [Shards of Alara FAQ 2008/09/23] G16.17 - Planeswalker Type + G16.17b - The list of planeswalker types, updated through the Shards of Alara set, is as follows: Ajani, Chandra, Elspeth, Garruk, Jace, Liliana, Sharkhan, Tezzeret. [CompRules 2008/10/01] G19.4 - Search + G19.4c - If you're required to search for a specific number of cards, you must choose that many cards (or as many as possible.) [CompRules 2003/07/01] Example: If an effect causes you to search a player's library for all duplicates of a particular card and remove them from the game, you may choose to leave some of them alone, but if an effect causes you to search your library for three cards and it contains at least three, you can't choose fewer than three. [CompRules 2008/10/01] G19.23 - Spell Type + G19.23b - The list of spell types, updated through the Shards of Alara set, is as follows: Arcane. [CompRules 2008/10/01] G19.41 - Supertype + G19.41c - The list of supertypes, updated through the Shards of Alara set, is as follows: basic, legendary, snow, and world. [CompRules 2008/10/01] G20.17 - Tournament + G20.17a - A tournament is an organized event where players compete against other players to win prizes. Use the Magic Locator at ( http://www.wizards.com/magic/TCG/Default.aspx ) to find tournaments in your area; just select "Events" and type in the name of your city. [CompRules 2008/10/01] G20.22 - Trigger, Triggered Ability + G20.22a - A triggered ability begins with the word "when," "whenever," or "at." Whenever the trigger event occurs, the ability goes on top of the stack the next time a player would receive priority and stays there until countered, it resolves, or it otherwise leaves the stack. [CompRules 2008/10/01] G21.4 - Unearth + G21.4a - Unearth is an activated ability that functions while the card is in a graveyard. "Unearth [cost]" means "[Cost]: Return this card from your graveyard to play. It gains haste. Remove it from the game at end of turn. If it would leave play, remove it from the game instead of putting it anywhere else. Play this ability only any time you could play a sorcery." [CompRules 2008/10/01] + Note - Also see Rule 502.84, "Unearth." G21.5 - Universal Tournament Rules + G21.5a - The DCI Universal Tournament Rules ( http://www.wizards.com/Magic/TCG/Events.aspx?x=dci/doccenter/home ) cover tournament play for all DCI-sanctioned games, including the Magic game. [CompRules 2008/10/01] 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.