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1994-08-26
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Date: Wed, 24 Aug 1994 12:09:32 +0800
From: (Stephen D'Angelo) <sdangelo@lion-46.Eng.Sun.COM>
Subject: Rulings Summary: Legends (8/24/94)
Here's the second edition of the Rulings Summary for Legends.
There were a lot of small rulings on Legends since the last release.
Please check the General Rulings Summary if you do not find the answer
you are looking for in here.
The most recent gg-l/mtg-l digest used was #971.
Credits and disclaimer are at the end of the text.
A '+' is used to mark changes since the last released version on 07/25/94.
Stephen.
----
Stephen D'Angelo == sdangelo@usagi.eng.sun.com -or- dangelo@netcom.com
Legends Rulings Summary Last Updated 08/24/94
============================================================================
Printing Information:
The Legends expansion set was printed with black borders on the face
of the cards. Cards can be identified by the expansion symbol on the
right hand side of the middle section. The expansion symbol is the
top section of a greek column. The set contained 310 unique cards.
Approximately 35 million cards were printed. Cards were available
from mid June 1994 through late June 1994.
General Rulings:
This expansion was released under the Revised Edition rules.
None of the new land types are "basic" lands.
"Gold" is not a new color in the game. It is just used to help identify
the legendary/unique nature of the card. [Aahz 6/15/94]
There is no card to destroy all the Legends expansion cards as there was
with Arabian Nights (City in a Bottle) and Antiquities (Golgothian
Sylex).
Cards which affect "all legends" or use similar text refer to Summon Legend
and Summon <something> Legend cards. They do not refer to cards from
the Legends expansion set, nor do they refer to Legendary Lands.
[Duelist Magazine #2, page 7]
Several cards allow you to sacrifice creatures (or other permanents) for
effects. Keep in mind that you can only sacrifice things that you
control. [Aahz 6/15/94]
Poison tokens are poison tokens. A player dies if he has 10 such tokens
no matter what the source is. [Duelist Magazine #2, page 7]
Legends cards use the words "use counters" regularly to mean that the
effect is permanent. [bethmo 7/7/94]
New Rules:
----------
Rules for Legends:
A Legend is a new kind of creature. It is still a creature, however, and
follows all the rules of creatures. [bethmo 6/6/94]
If a Legend enters play when another Legend of the same name is in play,
the _new_ Legend is immediately buried. [Legends Rulecard] This is
faster than an interrupt. This burial does cause a death event which
can be used by Soul Net, Ghouls, and so on. [Aahz 6/16/94]
A copy of a Legend (Clone, Doppelganger, etc.) will immediately be buried
because it is considered the new Legend that is entering play.
[Duelist Magazine #2, page 7]
If by some means two of the same Legend enter play at once, both are buried.
Legends usually require more than one color of mana to cast. The card is
considered to be all the colors it contains in the casting cost. So,
a Legend card which takes red and black mana to cast is considered to be
both red and black. It would therefore be immune to Terror (which cannot
target black) and could have its damage prevented with a Circle of
Protection of either color.
See the General Rulings Summary under "Color of a Spell" for more
information on multi-colored spells.
Rules for Legendary Lands:
A Legendary Land is a new kind of land. It is still a land, however, and
follows all the rules for lands.
If a Legendary Land enters play when another Legendary Land of the same name
is in play, the _new_ one is immediately buried. [Legends Rulecard] This
is faster than an interrupt.
If a Legendary Land is "covered up" by Phantasmal Terrain or other land
changing effect, then it will not prevent another Legendary Land of that
name from entering play. When the effect is removed, if another Legendary
Land of that name entered play in the meantime, the newly uncovered one
is the one which is buried. It is the one considered to have just entered
play. [Aahz 6/22/94]
+ If by some chance the Legendary Land just entering play has Consecrate Land
on it, the land is still buries. The Legendary Land rules override the
Consecrate Land ability. [WotC Rules Team 7/27/94]
Rules for Enchant World:
Enchant World cards are Enchantments which change how the game is played.
Only one Enchant World card (of any name) can be in play at a time. If
another Enchant World is brought into play, the _old_ one is immediately
placed in the graveyard. [Legends Rulecard]
Enchant World spells follow all the normal rules for Enchantments. They
are not more powerful than normal enchantments and do follow the normal
rule of the most recently used effect overrides the previous one. So,
for example, a Flight enchantment put on a creature after Gravity Sphere
is put into play will override the Gravity Sphere's effect. [bethmo 7/7/94]
Rules for Rampage:
Creatures with Rampage ability get extra power when more than one blocker
is used against that creature. A creature with "Rampage:N" gets a
+N/+N bonus for each blocker in addition to the first. [Legends Rulecard]
Bonus is applied when blockers are declared and lasts until the end of
the turn. Removing a blocker after this does not change the bonus.
[Duelist Magazine #2, page 7]
Rules for Bands with Other:
This ability is similar to Banding but only allows creatures with this
ability to band with others of the appropriate type. For example,
Wolves of the Hunt (as created by the Master of the Hunt) can Band with
Other Wolves of the Hunt. This means that only other Wolves of the
Hunt can use banding together. [Legends Rulecard]
This ability does not allow for creatures without the ability to join in.
So assuming you had a card which let all red Legends band together, only
Legends with red mana in the casting cost could band with each other.
Non-red ones could not join in the band unless they also had
Band with Other Legends ability. [Legends Rulecard]
When defending, at least two of the defenders must have Bands with Other
together to get the benefit of distributing damage that Banding normally
gives with just one Banding creature present. [Legends Rulecard]
Creatures with full Banding ability may join the band. [Legends Rulecard]
+ If Bands with Others is removed after attackers are declared but before
blockers are, then it is possible to split the band into pieces.
If this is done before blockers are declared, the attacker may completely
rearange the banding choices for all of her creatures. If done after
blockers are declared, then the attacker may still rearrange but any
creature which was blocking the band is still considered to be blocking
every member of that band. It is possible for a blocker to end up
blocking two un-banded attackers or even two seperate banded groups.
If there are two groups blocked by one defender, then the defender chooses
how to divide damage between the two groups. [Duelist Magazine #2, page 9]
Card Listings:
--------------
Active Volcano:
+ The artist is actually Justin Hampton. [Duelist Magazine #2, page 7]
Abomination:
+ The color of the blocking/blocked creature is checked only at declaration
of the block. If the creature is indeed Green or White at that time,
it will be destroyed at the end of the combat even if it changes color
before that time. [WotC Rules Team 7/27/94]
The Abyss:
This is a targeted effect. The Abyss targets one creature each upkeep.
For this reason, it ignores creatures with Protection from Black.
[Aahz 7/13/94]
Adventurers' Guildhouse:
The ability works even if it is tapped. Only non-creature artifacts are
disabled when tapped. Nothing else is. [bethmo 6/20/94]
AErathi Berserker:
There is a typographical error in the title of the card so that the "AE"
does not appear. [Duelist Magazine #2, page 7]
Aisling Leprechaun:
Creatures change color the moment the block is declared.
[Duelist Magazine #2, page 7]
A Leprechaun with Protection from Green can be blocked by a creature
(since it is not green at that time) but will not take damage from the
creature (since it is green at the time of damage dealing).
[Duelist Magazine #2, page 7]
The change to green does not wear off even if the Leprechaun leaves play.
[Aahz 6/16/94]
Akron Legionnaire:
If you have two or more Legionnaires, they can all attack. [bethmo 6/15/94]
Alchor's Tomb:
The change is permanent. Whenever something says to use counters to mark
an effect and does not specify how to remove them, consider the effect
permanent. [bethmo 6/21/94]
All Hallow's Eve:
This card is misprinted. It is really an Enchantment and not a Sorcery.
Play it as such. [Duelist Magazine #2, page 7]
Creatures enter play in the order in which they are put into play. So if
one player puts a Legend into play, his opponent's Legend of the same
name will be buried immediately after it is put into play.
[Aahz 6/28/94] This reverses a previous statement that they went out
simultaneously.
Since the creatures enter play during upkeep, their upkeep costs (if any)
need to be paid. [Aahz 6/15/94]
A Clone or Doppelganger must choose a creature in play to copy. If there
is no such creature, then it cannot leave the graveyard. [bethmo 6/16/94]
Once all the counters are gone, it just sits there as an inert enchantment.
[bethmo 6/17/94]
+ Since you can do your upkeep actions in any order, it is legal to sacrifice
creatures using some spell or effect prior to removing the final token
from All Hallow's Eve. [Aahz 7/27/94]
Angelic Voices:
You get the bonus if all of your creatures are at least part white or
part artifact. So, if your only creature is a Lord Magnus (a white and
green Legend), you would get the bonus. So would a red artifact
creature. [Aahz 7/13/94]
Anti-Magic Aura:
+ Will not prevent use of interupts or non-targeted effects. This includes
spells like Red Elemental Blast, Pestilence and Wrath of God.
[Duelist Magazine #2, page 7]
Arcades Sabboth:
+ Does give himself a bonus as long as he does not change colors.
[Duelist Magazine #2, page 7]
Arena of the Ancients:
Only taps Legends which are in play before the Arena is put into play.
Legends which enter play later are not tapped immediately, but when they
are tapped they are prevented from untapping by the Arena. [Aahz 6/14/94]
Does not affect Legendary Lands. [Aahz 6/14/94]
Backdraft:
Can be used even if the spell does no damage. [bethmo 7/1/94]
Bartel Runeaxe:
Cannot be targeted by enchant creature spells while in play, but will not
remove one if you somehow get one there. [Aahz 7/13/94] For example,
if Animate Dead is used to bring him back, he will not remove it.
Black Mana Battery:
+ You may not remove mana tokens from the Battery except at the time when
you tap it for the one other mana. The effect is pretty much that you
tap for X+1 mana where X is the number of tokens removed.
[Duelist Magazine #2, page 8]
Blight:
+ If a land somehow has both Blight and Kudzu on it, they will both attempt
to destroy the land. The Kudzu will move on to another land. The land
only needs to be saved once (and not once for each). [Aahz 7/25/94]
Blood Lust:
The text "target creatures gain..." should say "target creature gains" since
(as the next sentence shows) the spell only targets one creature.
[Duelist Magazine #2, page 7]
Blue Mana Battery:
See Black Mana Battery for rulings.
Brine Hag:
Effect is permanent. [bethmo 6/16/94]
Cathedral of Serra:
See Adventurers' Guildhouse for rulings.
Caverns of Despair:
If you have more than two creatures which is required to attack, you can
pick which two do so. For example, if you had 3 Juggernauts in play,
only two of your choice will attack. There is no penalty for these
creatures not attacking unless the penalty is assigned from outside
with effects such as Siren's Call and Nettling Imp. [bethmo 7/2/94]
Chain Lightning:
The chaining effects (after the first one) are not considered "spells" and
cannot be countered. Only the original spell can be countered.
[Aahz 6/15/95]
You can only chain to another target if the damage is not prevented on
the current target. [bethmo 6/15/94] This is because it is in the nature
of the damage that during damage resolution a new target can be picked.
Each time Chain Lightning does damage it is considered to be a different
packet of damage, so you would have to use Circle of Protection: Red
multiple times. [Aahz 6/16/94]
Once the Chain Lightning is resolved, a series of damage prevention steps
is entered. Only spells allowed during damage prevention can be used
until the Chain is done. This means no casting of Giant Growth or other
non-prevention spells. [Aahz 6/16/94]
Chains of Mephistopheles:
+ If you cast a spell to draw extra cards (such as Ancestral Recall or
Wheel of Fortune) at some time outside the draw phase, this affects all
the cards drawn. During the draw phase, the first card drawn is not
affected. [bethmo 6/15/94]
Only affects the drawing of cards. It does not affect spells like Demonic
Tutor, Millstone, or Petra Sphinx which affect the library but do not
say "draw" a card. [bethmo 6/22/94]
Chromium:
The colorless mana circle around the "2" in "Ramgage:2" is a misprint.
Ignore it. [Aahz 6/15/94]
Clergy of the Holy Nimbus:
If the Clergy are reduced to below zero toughness (by such as Weakness),
then they get stuck in a permanent loop of dying, going toward the
graveyard, and then regenerating. The net effect is that until the
effect is removed or until your opponent spends one mana to let them
die, they remain in play in a tapped state. [Duelist Magazine #2, page 7]
Cocoon:
Even though it says to put the counters on the creature, they go away
if the enchantment is removed. It should say that they go on the
enchantment. [Duelist Magazine #2, page 7]
If you also have Instill Energy on the creature, it may be untapped
by it once each turn. [Aahz 6/24/94]
+ After the last token is removed, the creature gains its bonus during the
next upkeep. This will usually be your opponent's upkeep.
[Duelist Magazine #2, page 7]
Concordant Crossroads:
Workds on Limited and Unlimited Edition creatures which say "Tap to do ..."
just as if the creature said "Tap: ...". [Duelist Magazine #2, page 8]
Crimson Kolbolds:
The casting cost is not a mistake.
+ This card can have its color changed by a lace spell or by Sleight of Mind.
The most recent change has precedence. [Duelist Magazine #2, page 8]
Crimson Manticore:
Does damage immediately and may kill the creature before damage dealing.
[Aahz 6/17/94]
Crookshank Kobolds:
See Crimson Kobolds for rulings.
Cyclopean Mummy:
The Mummy does go to the graveyard and trigger effects (such as Soul Net)
which watch for something going to the graveyard. It then leaves the
game. [bethmo 6/22/94]
It does not leave the game if it goes to the graveyard from someplace other
than "in play". This includes discarding from your hand or if the spell
is countered. [bethmo 6/27/94]
Darkness:
This only stops damage from being dealt. It does not stop other effects
that result from attacking or blocking, such as the Basilisk ability.
[Duelist Magazine #2, page 8] (This makes it much like the
non-Revised Fog.)
D'Avenant Archer:
Does damage immediately and may kill the creature before damage dealing.
[Aahz 6/17/94]
Disharmony:
If the attacking creature was under the effects of Siren's Call, Nettling
Imp or similar effect, it will die at the end of the turn because this
spell makes the creature as if it never attacked. [bethmo 6/22/94]
The artist is actually Byron Wackwitz, not Phil Foglio.
[Duelist Magazine #2, page 7]
Diving Offering:
+ This is not a sacrifice. You may regenerate the creature without losing
the life bonus. [Duelist Magazine #2, page 8]
Dream Coat:
The color change can be used once per turn (either player's turn) and lasts
only until the end of that turn. [bethmo 6/21/94] Note that it's common
to just assume a player is every turn declaring the creature to be of the
last color declared instead of forcing them to do so constantly, but if
a timing question comes up, this might be important.
The color change is part of the enchantment and goes away if the enchantment
does. [bethmo 6/21/94]
+ Even though it works at the speed of an interupt, its effects are not
permanent. [Duelist Magazine #2, page 8]
+ Setting the color is not a casting decision. [Aahz 7/25/94]
Elder Land Wurm:
Since it cannot attack until it has blocked at least once, it can be
effectively killed by a Nettling Imp or Siren's Call effect. [Aahz 6/24/94]
Enchantment Alteration:
Cannot move an enchantment to an illegal target. [Card Text]
Cannot move an Animate Dead enchantment onto a live creature. You can
move it only any creature in either graveyard. This has the effect of
sending the old creature the the graveyard and bringing the new one into
play. [Duelist Magazine #2, page 8]
You can move an Animate Dead enchantment onto another creature which already
has Animate Dead on it. [Duelist Magazine #2, page 8]
When the enchantment is moved, any one-time effects of the enchantment
take effect on the new target. For example, if you move Earthbind to
a Flying creature, it will take two damage. [bethmo 7/13/94]
+ If you move an enchantment such as Firebreathing after mana has been spent
to pump it up, the effects of the pumping are directly on the creature and
do not move with the Firebreathing card.
Equinox:
Can be used to counter any spell which would result in the destruction
of one or more of your lands. For example a Shatter cast on an
Assembly Worker. [Aahz 6/22/94]
Cannot be used to counter non-spell effects such as Demonic Hordes or
others which destroy lands. [bethmo 6/14/94]
Cannot be used to counter a spell which creates a condition where a land
may be destroyed at a later time. [bethmo 6/15/94]
Does not stop the sending of the land from play into its owner's hand.
[Aahz 6/16/94]
This spell effectively adds a new ability to the land which can be used
by tapping it. It does not remove previous abilities or allow you to
tap it for more than one ability at a time. It's just another option.
[Aahz 6/22/94]
Note that only the controller of the enchantment can use the ability, so
if you put Equinox on your opponent's land, he can't use it and neither
can you. [bethmo 7/14/94]
Eureka:
The cards played during Eureka all enter play one at a time. This means
that if two of the same Legend are put into play as the result of this
spell that the second one is buried, not both of them. [Aahz 6/22/94]
+ You keep putting cards out until both/all players say they are done. It is
not until one player says she is done. You alternate simply to stop
one player from putting out too many cards in a row when the other player
wants to play some. Another way to think of this is to go around the
table. Each player may play a card or pass. Eureka ends once an entire
pass around the table is made where everyone passes.
[Duelist Magazine #2, page 8]
Fallen Angel:
You can sacrifice as many creatures as you want to the Angel at any time
that fast effects are allowed. [Aahz 6/14/94]
+ Cannot sacrifice itself. [Aahz 7/27/94]
Falling Star:
It must flip like a coin and not like a frisbee. [Aahz 6/16/94]
Only cards touched when it stops moving are affected. Not ones touched
while it is moving. [Aahz 6/16/94]
Feint:
This only stops damage from being dealt. It does not stop other effects
that result from attacking or blocking, such as the Basilisk ability.
[bethmo 6/15/94] (This makes it much like the non-Revised Fog.)
Field of Dreams:
If you get to draw more than one card from the library at a time (such as
with Howling Mine), after drawing each card you turn the next one face up.
This means that all cards drawn are seen by all players. [bethmo 6/18/94]
This is in line with all other rulings which say that each draw is really
a separate action, but that they are done in sequence.
Firestorm Phoenix:
No matter how it goes to the graveyard from play, it returns to its owner's
hand. [Aahz 6/16/94]
+ The Phoenix power works even for Clones or Doppelgangers of a Phoenix.
[Aahz 8/3/94]
As errata to the card, treat the word "instead" as being "after". The
Phoenix does go to the graveyard and trigger effects (such as Soul Net)
which watch for something going to the graveyard. It then jumps into the
player's hand. [Duelist Magazine #2, page 8]
Floral Spuzzem:
The choice of whether to deal damage or destroy an artifact is made during
damage dealing. [bethmo 6/16/94]
The artifact may be regenerated if it is an artifact creature.
[bethmo 6/16/94]
The artifact cannot be saved by any means which is not legal during damage
prevention. [bethmo 6/16/94]
Gauntlets of Chaos:
Creatures with Artifact Ward on them may be selected, but this will cause
the effect to fizzle and nothing will change hands. [Aahz 7/13/94]
+ Only the one creatures/lands/artifacts of your opponent's is selected
when you declare this effect. On resolution of the spell, you first
take control of that target, then select a target from your cards.
If you had no other cards to swap, then you must give back the one you
took. If the first target became invalid then the effect fizzles and
no swap is made. [Duelist Magazine #2, page 8]
Giant Slug:
+ The choice of landwalk ability is made during upkeep and not at the time
the mana is spent. [Duelist Magazine #2, page 8]
+ If the Slug changes controllers after the mana is spent, the player who
controls it during its next upkeep can select a landwalk ability.
[bethmo 6/16/94]
Giant Turtle:
It only cares if it attacked on _your_ last turn, and not your opponent's.
This makes a difference if you take control of the Turtle during your
opponent's turn after it attacks. You can use it on your turn because
it began your turn in play and because you did not attack with it last
turn. [bethmo 6/15/94]
Glyph of Destruction:
Yes, you can play this on a wall even when it is not blocking and it will
still be destroyed at the end of the turn. [Aahz 6/23/94] Not very
useful since it can only target your own walls.
Glyph of Life:
Yes, you can play this on your opponent's Walls to good effect.
[bethmo 6/14/94]
This is not redirection of damage. The Wall still takes the damage.
[Duelist Magazine #2, page 8]
Glyph of Reincarnation:
First place all the surviving creatures in the graveyard, then choose the
appropriate number of creatures from the attacker's graveyard and
put them into play. Some or all of them may be the same creatures
which were just buried. [bethmo 6/15/94]
Yes, you can play this on your opponent's Walls to good effect.
[bethmo 6/14/94]
Gosta Dirk:
Allows any creature controlled by any player to block IslandWalking creatures
as if they did not have this ability. It is not limited to just Gosta.
[Aahz 6/17/94]
Gravity Sphere:
It removes Flying from all creatures in play when it enters play and from
each creature as that creature enters play. It does not prevent Flying
ability being given to the creature _after_ the Sphere is in play.
[Duelist Magazine #2, page 8] See the Which Effect Wins section of the
General Rulings Summary for more on this.
Greed:
The loss of life is not preventable by any means. It is not damage.
[bethmo 6/15/94]
Green Mana Battery:
See Black Mana Battery for rulings.
Hazezon Tamar:
The Sand Warriors leave play if Hazezon is placed in an Oubliette or
Tawnos' Coffin, but they come back on the turn after Hazezon reenters
play. [bethmo 6/29/94] (This is being contested at this time.)
The Sand Warriors come into play on the side of whichever player controls
Hazezon during his first upkeep. This means that if your opponent can
steal Hazezon before your upkeep comes around, then your opponent will
get the Sand Warriors on his upkeep. [bethmo 7/14/94]
The Sand Warriors do not change control after they enter play even if
Hazezon changes control. [bethmo 7/14/94]
Hell's Caretaker:
You can't sacrifice creatures you don't control. [Aahz 6/15/94]
You must bring back a creature if there is one in your graveyard.
[bethmo 7/1/94]
+ If an effect (such as Reincarnation) brings the sacrificed create back
into play or your hand, you still get to pick another creature to bring
out using the Caretaker. [Aahz 7/25/94]
+ Cannot sacrifice itself. [Aahz 7/27/94]
Holy Day:
This only stops damage from being dealt. It does not stop other effects
that result from attacking or blocking, such as the Basilisk ability.
[Duelist Magazine #2, page 8] (This makes it much like the
non-Revised Fog.)
Horror of Horrors:
You can't sacrifice lands you don't control. [Aahz 6/15/94]
You can use this as many times as you want during a given turn.
[bethmo 6/15/94]
Hyperion Blacksmith:
You declare whether you are tapping or untapping the artifact when you
tap this card. If the card changes state before this effect happens,
it does nothing. It does not toggle the card state. [bethmo 6/19/94]
Imprision:
There is a typo on this card. The gray circle for the colorless mana
cost accidentally appears one line above the "1" it should be behind.
Indestructible Aura:
If this is cast in in the same batch as a damage causing effect it will
take effect before the damage and thereby prevent it. This is because
all damage is assigned after the resolution of the effects in the batch.
Note that whether you cast this before or after the damage dealing
effect in the batch, it still works. [Duelist Magazine #2, page 8]
Infinite Authority:
+ All creatures with Infinite Authority gain a +1/+1 token when a creature
is destroyed by an Infinite Authority in play.
[Duelist Magazine #2, page 8]
Invoke Prejudice:
If you have no creatures in play then by definition your opponent's summon
spell cannot be of the same color as a creature you have in play. In
this case they will always have to pay the extra mana. [bethmo 6/29/94]
Note that artifact creatures are not "summoned" and therefore are not
affected by this spell. [Aahz 6/27/94]
Ivory Guardians:
Because the card says it gives +1/+1 to all Guardians if opponent has red
cards in play, this bonus also applies to the Guardian Beast (from
Arabian Nights) which says Summon Guardian. Not intentional, but true.
[Aahz 6/24/94]
Jacques le Vert:
Does indeed give the +0/+2 bonus to itself since it is partially green.
[Duelist Magazine #2, page 7]
Johan:
The text "any of your creatures" means as many as you want.
[Duelist Magazine #2, page 8]
Juxtapose:
Must trade creatures and artifacts if possible, but can trade just one
kind or neither kind if none are available to trade. [Aahz 6/16/94]
Spell will ignore creatures with Protection from Blue when making the
choice of highest cost creatures. [Aahz 7/13/94]
Kismet:
Cards enter play tapped. They do not come into play untapped and then
immediately tap, therefore they do not trigger any effects due to
tapping. [Aahz 6/28/94] This includes face-down creatures due to
Illusionary Mask will come into play tapped and face-down.
Knowledge Vault:
+ If control of the Vault changes to another player, any cards under it
are immediately sent to their owner's graveyard. This is considered
errata to the card text. [Duelist Magazine #2, page 8]
+ Taking a card from the libary and placing it under the Vault does not
count as drawing a card. [Aahz 8/11/94]
Kobold Drill Sergeant:
He is not a Kobold, so he does not give himself abilities. [Aahz 7/15/94]
Kobolds of Kher Keep:
See Crimson Kobolds for rulings.
Kobold Overlord:
He is not a Kobold, so he does not give himself abilities. [Aahz 7/15/94]
Kobold Taskmaster:
He is not a Kobold, so he does not give himself abilities. [Aahz 7/15/94]
Lady Caleria:
Does damage immediately and may kill the creature before damage dealing.
[Aahz 6/17/94]
Land's Edge:
+ The damage done when you discard a land only applies to lands which are
discarded by choice using the Land's Edge ability. It does not work
on forced discards of any type. [Duelist Magazine #2, page 8]
+ You cannot use the Library of Leng ability to place a discarded card on
top of your library when using the Land's Edge ability to discard when
you want to because this is a discard by choice. [Aahz 7/25/94]
Land Tax:
You do not have to show your opponent which cards you take out of the
library. If necessary, get someone outside the game to verify that
you did indeed take basic lands out. [Aahz 6/16/94]
+ This is a fast effect used during your upkeep. If you have two of them,
you can use each of them once each turn. [bethmo 7/26/94]
Life Chisel:
You can't sacrifice creatures you don't control. [Aahz 6/15/94]
Tapping is not part of the cost, so you can use this as many times as
desired during upkeep. [Duelist Magazine #2, page 8]
You are not forced to sacrifice anything. It's an option. [bethmo 6/17/94]
Living Plane:
Even effects Mishra's Factory by turning it into a 1/1 creature. The
Factory can still use its ability to become an Assembly Worker. Any
Assembly Workers already activated when Living Plane is cast become 1/1
creatures. [Duelist Magazine #2, page 8]
Lord Magnus:
The statement that creatures with PlainsWalk or ForestWalk can be blocked
applies to all creatures in play blocking them, and not just to Lord
Magnus. [Duelist Magazine #2, page 9]
Mana Matrix:
Only reduces the colorless mana portion of a spell's cost. If the spell
does not accept colorless mana or accepts less than 2, you get a reduced
or null effect from this card. [Duelist Magazine #2, page 9]
Only affects its controller, not all players. [bethmo 6/15/94]
Only works on instants, interrupts and enchantments. It does not work on
sorceries, or other spell types. So, you can't use it on a Fireball.
[bethmo 6/16/94]
Although the apparent cost is reduced, the "casting cost" of the spell for
reasons of Spell Blast or such is still the full amount.
[Duelist Magazine #2, page 9] Just think of the Matrix as contributing
2 to the cost, not reducing it.
Multiple Matrices do add up. Two will contribute up to 4 toward the cost,
and so on. [bethmo 6/29/94]
Master of the Hunt:
Since tapping is not part of the cost, you can use this more than once
a turn. [Duelist Magazine #2, page 9]
Mirror Universe:
If one player is a Lich, he is considered to be gaining life from this
effect and instead draws cards. The other player is in deep trouble if
she cannot raise her life points. [Aahz 6/16/94]
Moat:
Yes this really does affect all players. [bethmo 6/20/94]
Mold Demon:
You must sacrifice two Swamps whenever the creature is brought into play.
This includes Clone, Doppelganger, Animate Dead, Resurrection, or even
having it leave an Oubliette or Tawnos' Coffin. In all these cases
Swamps need to be sacrificed. [bethmo 6/25/94]
(The part about Oubliette and Tawnos' Coffin is under some contention
right now.)
Mountain Stronghold:
See Adventurers' Guildhouse for rulings.
Nebuchadnezzar:
Your opponent only discards cards that you name and which are shown to you.
They do not have to discard a card if it is in their hand but was not
shown. [Aahz 6/28/94]
North Star:
Cannot be used to power Drain Life with any color mana because the draining
portion of drain life is not part of the casting cost. [Aahz 6/27/94]
Nova Pentacle:
Cannot be used if no creatures are in play. [Aahz 6/17/94]
If you have no creatures, your opponent must still choose a creature even
if it ends up being one of their own. [Aahz 6/17/94]
Osai Vultures:
Only gets one token per turn, not one per creature. [Aahz 6/16/94]
Part Water:
The "UXX" casting cost is not a misprint. It means to spend one blue plus
two times X colorless to cast the spell. [Duelist Magazine #2, page 7]
Pendelhaven:
The creature is checked to see if it is 1/1 when you declare the effect and
when it is resolved, so if the creature's total power/toughness is changed
from 1/1 to something else between declaration and resolution, then it
fizzles. [bethmo 6/22/94]
Petra Sphinx:
The turning over of a card for the Sphinx does not count as "drawing" a
card for purposes of Underworld Dreams or any other effect which looks
at cards drawn. [Aahz 6/22/94]
You will not lose the game if there are no cards in your library when the
Sphinx is used on you. It simply does not work. [Aahz 6/22/94]
Planar Gate:
Only reduces the colorless mana portion of a spell's cost. If the spell
does not accept coloress mana or accepts less than 2, you get a reduced
or null effect from this card. [bethmo 6/15/94]
Only affects its controller, not all players. [bethmo 6/15/94]
Only works on Summon spells. It does not work for Artifact Creatures.
[Aahz 6/16/94]
Although the apparent cost is reduced, the "casting cost" of the spell for
reasons of Spell Blast or such is still the full amount. [bethmo 6/18/94]
Just think of the Gate as contributing 2 to the cost, not reducing it.
Multiple Gates do add up. Two will contribute up to 4 toward the cost,
and so on. [bethmo 6/29/94]
Psionic Entity:
The artist is actually Justin Hampton. [Duelist Magazine #2, page 7]
Psychic Purge:
The loss of life cannot be prevented by any means. It is not damage.
[bethmo 6/15/94]
Not triggered by effects which cause the hand to be reshuffled into the
library like Winds of Change, but is triggered by effects which say to
discard entire hand such as Wheel of Fortune. [Aahz 6/16/94]
Is triggered by Cursed Rack which forces you to discard during discard
phase. Note that you can choose to do the normal "discard down to 7"
after resolving the Cursed Rack during your discard phase. This means
that if you had 9 cards in your hand and 5 of them were Purges that
you could discard all 5 Purges. [Aahz 6/23/94]
+ It is not triggered if Psychic Purge is countered and thereby sent to the
graveyard. [Duelist Magazine #2, page 9]
Puppet Master:
+ Can pay UUU to reclaim the Puppet Master even if the creature leaves play
by means of Unsummon or other effect which would normally destroy this
enchantment. [Duelist Magazine #2, page 9]
Pyrotechnics:
No, you cannot do fractional points of damage. [Duelist Magazine #2, page 9]
Rabid Wombat:
If an enchantment is removed from the Wombat, its power and toughness
change immediately. [bethmo 6/16/94]
+ Animate Dead does not pump up the Wombat because it is not an Enchant
Creature spell. [Aahz 7/25/94]
Recall:
The "UXX" casting cost is not a misprint. It means to spend one blue plus
two times X colorless to cast the spell. [Duelist Magazine #2, page 7]
Red Mana Battery:
See Black Mana Battery for rulings.
Reincarnation:
Caster selects the creature which comes into play. [Card Text]
Can bring back the same creature because you select the creature after
sending the current one to the graveyard. [bethmo 6/29/94]
If cast on the Firestorm Phoenix, you get the Phoenix placed in your hand
before you select a creature, so you must pick another creature from
the graveyard to put into play. [bethmo 6/29/94]
Spell fizzles if there are no creatures in the graveyard (this is possible
if the creature it was cast on was a Firestorm Phoenix, Cyclopean Mummy,
or some other creature that leaves the graveyard immediately after
entering it. [bethmo [6/29/94]
Relic Barrier:
+ Cannot target a tapped artifact. [Aahz 7/27/94]
Relic Bind:
+ As errata to the card, it only works when it is on an artifact controlled
by an opponent. This is a BIG change to the way this card can be used.
It is inert when on one of your own artifacts.
[Duelist Magazine #2, page 68]
Remove Soul:
Only works on Summon cards. Cannot counter an Artifact creature or spell
which brings a creature into play but which does not say "Summon" under
the picture. [bethmo 6/15/94]
Reverberation:
If used on a sorcery like Hurricane which does X damage to multiple targets,
it will cause that player to take damage equal to the sum of all damage
inflicted by the spell. Ouch! [Duelist Magazine #2, page 9]
This spell can only be used during damage prevention steps, so it cannot be
used on sorceries that do not do damage. [bethmo 7/1/94]
Rust:
+ Can only counter effects which read "Cost: Effect" so ones like Life Chisel
are excluded. [Duelist Magazine #2, page 9]
Seafarer's Quay:
See Adventurers' Guildhouse for rulings.
Sentinel:
+ The * is set to 1 when cast and you can change it once per combat in which
the Sentinel blocks or is blocked. You cannot continue to change it if
the other creature's power changes. The * stays at this value until it
is changed again. [Duelist Magazine #2, page 9]
Shelkin Brownie:
Can only remove "Bands with Other" and not normal "Banding" ability.
[Duelist Magazine #2, page 9]
Sol'kanar:
+ Cannot trigger off its own casting. [Aahz 7/27/94]
(This is a REVERSAL of a previous ruling)
Spectral Cloak:
This spell does not remove itself. [Duelist Magazine #2, page 9]
It does not remove any existing enchantments or prevent enchantments from
being added while the creature is tapped. It only prevents enchantments
from being added while it is untapped. [Duelist Magazine #2, page 9]
Spirit Link:
You only gain life for damage which is not prevented regardless of what
the creature damages (player or another creature) or the toughness of
the blocking creature. If you put Spirit Link on a Shivan Dragon and
it is blocked by a Scryb Sprite, you still gain 5 life points. If the
Sprite has Protection from Red, you gain zero life since the protection
reduces the damage to zero. [bethmo 7/8/94]
If a creature has more than one Spirit Link on it, they all work.
[Aahz 7/15/94]
+ Works for damage due to combat or do to any special ability of the creature.
For example, you would get one life for tapping a Prodigal Sorcerer to
do damage. [Duelist Magazine #2, page 9] Note that this is great for
creatures which damage you, such as not paying the Force of Nature's
upkeep since you will get as much life as you take in damage.
Stangg:
+ A Clone (or other copy) of Stangg will also get a twin as it comes into
play. Both the copy and the twin will then be buried because they are
duplicates of Legends. The only reason this is mentioned here is that
two death events get generated for the likes of the Soul Net.
[Aahz 8/12/94]
Storm Seeker:
+ You opponent may cast any interupts or instants in his hand before this
spell is resolved in order to take less damage.
[Duelist Magazine #2, page 9]
Sword of the Ages:
You can't sacrifice creatures you don't control. [Aahz 6/15/94]
Sylvan Library:
All effects in magic are resolved one at a time, so if you tap multiple
Sylvan Libraries at once, each will resolve in sequence. You do not
get to draw all the cards at once then put them all back at once.
[Aahz 7/5/94]
+ You may wait until after your draw before deciding whether or not to use
this effect. [Duelist Magazine #2, page 9]
Tabernacle at Pendrell Vale:
The upkeep cost is not mandatory. This goes for any mana cost on a card
which does not explicitly list what sources the mana should be drawn
from. [Aahz 6/15/94]
Takklemaggot:
This spell is cast on a creature. On the upkeep of the player controlling
the creature, the creature gets a -0/-1 token. When the creature is
destroyed (by the tokens or any other means), the controller of the
creature gets to place Takklemaggot on a creature of his choice. If
there are no creatures to put it on, then Takklemaggot becomes a simple
enchantment. [Card Text]
+ If the creature leaves play without going to the graveyard (via Unsummon
or something like that), Takkelmaggot is simply destroyed.
[bethmo 8/23/94]
Note that Takklemaggot is always "controlled" in the game sense by the
player who cast it, even though decisions are being made by the player
whose creature is affected. [Aahz 7/6/94]
Telekinesis:
This only stops damage from being dealt. It does not stop other effects
that result from attacking or blocking, such as the Basilisk ability.
[bethmo 6/15/94]
Tor Wauki:
Does damage immediately and may kill the creature before damage dealing.
[Aahz 6/17/94]
Transmutation:
This can effectively kill a creature with a power of zero, but there is
still a chance to increase the power of the creature using fast effects
before this takes effect. [bethmo 6/14/94]
Triassic Egg:
Can hatch as soon as it has two tokens on it and is untapped. This can
be on the same turn you added the second token or on your opponent's
turn as long as it is untapped. [Aahz 6/28/94]
Can only hatch one creature no matter how many tokens are on it.
[bethmo 6/20/94]
Unholy Citadel:
See Adventurers' Guildhouse for rulings.
Underworld Dreams:
Only affects the drawing of cards. It does not affect spells like Demonic
Tutor, Millstone, or Petra Sphinx which affect the library but do not
say "draw" a card. [bethmo 6/22/94]
Ur-Drago:
Allows any creature controlled by any player to block SwampWalking creatures
as if they did not have this ability. It is not limited to just Ur-Drago.
[Aahz 6/17/94]
Venarian Gold:
Even though it says to put the counters on the creature, they go away
if the enchantment is removed. It should say that they go on the
enchantment. [Duelist Magazine #2, page 7]
Once all the counters are gone, it just sits there as an inert enchantment.
[bethmo 6/17/94]
Voodoo Doll:
All of the 'X's on this card refer to the number of counters on the card.
Paying twice the number of counters and tapping the Doll does damage
equal to the number of counters. [bethmo 6/15/94]
+ If Power Artifact is applied to the Doll, each activation will cost X+X-2
with a minimum cost of 1. [Aahz 7/25/94]
Wall of Dust:
Remove the counters during the Heal Creatures portion of your opponent's
next turn. [bethmo 6/16/94]
Wall of Shadows:
Can be destroyed by a Battering Ram because combat effects are not
targeted. [Duelist Magazine #2, page 9]
Wall of Tombstones:
When first brought into play, * is zero. [Duelist Magazine #2, page 9]
Wall of Wonder:
+ Paying to make the Wall capable of attacking does not override the normal
rule that a creature may not attack unless it began your turn in play.
[Duelist Magazine #2, page 9]
If the toughness is high enough, you can apply the +4/-4 bonus as many times
as you have mana to pay for it. [Aahz 6/16/94]
White Mana Battery:
See Black Mana Battery for rulings.
Wood Elemental:
You cannot sacrifice lands you don't control. [Aahz 6/15/94]
The *'s are equal to the number of Forests sacrificed when the creature
is brought into play. This includes Clone, Doppelganger, Animate Dead,
Resurrection, or even having it leave an Oubliette or Tawnos' Coffin.
In all these cases Forests need to be sacrificed. [bethmo 6/25/94]
(The part about Oubliette and Tawnos' Coffin is under some contention
right now.)
+ The forests are sacrificed at resolution time. This means you can use
Magical Hack to change the land type which needs to be sacrificed.
[Aahz 7/25/94]
Acknowledgments:
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.
"bethmo" is Beth Moursund, the network representative for the "gg-l"
mailing list. "Aahz" is Tom Wylie, the network representative for
the "rec.games.deckmaster" newsgroup. "Snark" is Dave Howell of WotC.
Official rulings from the rules team are marked as "WotC Rules Team".
Rules from the Revised Edition rule book are marked with "Page #" and
rules from the Pocket Player's Guide are marked with "PPG Page #"
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, Legends and all of the cards listed herein are
copyrights of Wizards of the Coast.