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- From: pls@claymore.nu (Patrik Linell)
- Newsgroups: rec.games.trading-cards.magic.rules,rec.answers,news.answers
- Subject: Magic: The Gathering Rules FAQ, v3.06 (main A-H)
- Keywords: magic the gathering rules faq
- Approved: news-answers-request@MIT.EDU
- Last-modified: 23rd February 2004
- Version: 3.08
- Summary: FAQs about rules of the game "Magic: The Gathering(R)".
- URL: http://www.claymore.nu/mtgrules
- Originator: faqserv@penguin-lust.MIT.EDU
- Date: 16 May 2004 08:55:39 GMT
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- Archive-name: games/magic-t-g/rules/part2
- Posting-Frequency: About every 5 days
- URL: http://www.claymore.nu/mtgrules
-
- Section A: Terminology
-
- A.01 Q: What does bury mean?
- A: "Bury X" is an old term for "Destroy X. It can't be regenerated".
- The term was discontinued when Tempest came out.
-
- A.02 Q: What is a mana source?
- A: Something that doesn't exist anymore. During Fifth Edition rules,
- mana sources were spells that were "faster" than instants and interrupts
- (see A.03). These days, all spells that were mana sources are instants and
- played as such.
-
- A.03 Q: What is an interrupt?
- A: Again, something that doesn't exist anymore. Interrupts used to be
- spells that were "faster" than instants. These days, all spells that were
- interrupts are instants and played as such.
-
- A.04 Q: What is "summoning sickness"?
- A: The affliction that makes creatures unable to attack and tap for
- abilities during the turn in which they come into play (and the following
- opponent's turn). The term was only officially used for 5th Edition rules,
- but earlier editions did mention it. This condition has no name now, so
- most people still use summoning sickness, although it's technically
- incorrect. Creatures that used to be "unaffected by summoning sickness" now
- have "haste" instead. It works the same.
-
- A.05 Q: What does "mana" and "mana pool" mean? Is it my lands?
- A: No. Repeat after me: Mana is not the same thing as lands. This is
- the biggest difference between Starter and grown-up Magic, and has proved
- to be one that causes the most confusion. In Starter, lands are simply
- tapped to pay for spells. In Magic, however, lands are tapped to add mana
- to the player's mana pool. It usually stays there for a moment. After that,
- the mana is taken from that pool to pay for spells or other mana costs.
- Also, lands do not necessarily produce mana (though most do) and many of
- them do other things as well.
- Basically, your mana pool can be thought of as a bowl containing your
- money. The points of mana (coins) in the pool aren't represented by
- anything physical, because there's not usually many of them, and they
- aren't around for very long.
- So, as an example, Dark Ritual is an instant spell that adds BBB (that's
- 3 black mana) to your pool when it resolves, just as if you'd tapped 3
- swamps. Afterwards, you can take that mana out of your pool and use it to
- cast black spells.
-
- A.06 Q: What's a "permanent"?
- A: A permanent is a card or token that's in play, and only one that's
- in play. Cards in play are permanents, cards outside of play are not. Note
- that instants and sorceries are never permanents, and neither are cards in
- your hand, graveyard or library.
-
- A.07 Q: What's the difference between a "creature" and a "creature card"?
- A: A "creature" is a term reserved for a permanent. In other words,
- the only way something can be a "creature" is for it to be in play.
- Anywhere else, the thing is just a "creature card" (or "creature spell", if
- it's on the stack). The same applies to the terms "land", "artifact" and
- "enchantment" too.
- So Unsummon, which says "Return target creature to its owner's hand",
- can't be used to retrieve creature cards from your graveyard, because
- they're not creatures.
-
- A.08 Q: What's the difference between a "Creature - X" card and a "Summon
- X" card?
- A: Age. Prior to Sixth Edition, creature cards read "Summon X".
- Since, they've read Creature - X. The difference during play is nonexistent.
-
- A.09 Q: What's a "spell"?
- A: A spell is a card on the stack, and only one on the stack. In
- other words, a card becomes a spell as you cast it, and stops being one
- when it resolves. Note that when playing a land, it doesn't go onto the
- stack; lands can't ever become spells.
-
- A.10 Q: What's a "pseudospell"?
- A: It's a marker on the stack to represent an ability. When a spell
- is played, the spell card itself gets put onto the stack. However, when an
- ability of a permanent is played there isn't an appropriate card handy- so
- what gets put on the stack instead is a pseudospell, as a marker.
-
- A.11 Q: What does "resolve" mean?
- A: Spells, and most abilities, cannot take effect as soon as they are
- announced; there's time for other players to use abilities and instant
- spells in response to them. Only after everyone's finished responding can
- your spell actually resolve, ie have its effect.
-
- A.12 Q: What do "respond" and "in response" mean?
- A: Because a spell or ability cannot resolve as soon as it is cast,
- there is a time when abilities and instant spells can be cast "in response"
- to it. In other words, they are announced and put onto the stack above it.
- Things done in response to a spell or ability will resolve first. The
- spells most commonly cast in response to something are those that will
- counter it, for example a Counterspell.
-
- A.13 Q: What does "counter" mean?
- A: To "counter" a spell is to cause it to go to the graveyard without
- it having its effect. "Counter" as a noun, as in "put two +1/+1 counters on
- target creature" are physical markers placed on a card. A +1/+1 counter is
- put on a creature and gives that creature +1/+1.
-
- A.14 Q: What does "countered on resolution" mean?
- A: It's what happens to a spell that tries to resolve and cannot for
- some reason. Usually, this is because a target has gone illegal between
- announcement and resolution. The old term for this is "fizzle", but it is
- no longer in use. Also note that "countered upon resolution" does mean
- countering, and Multani's Presence will trigger off it.
-
- A.15 Q: Who is the "controller" of a card?
- A: The controller of the card is the player who can use its
- abilities, attack with it, and so on. If a card says "you", it's always
- talking to its controller. Which player is it? That depends. Usually, the
- controller and the owner (see below) of a card are the same player, but
- there are many effects that can change that. Generally speaking, if you put
- a card into play, and no effects apply that could change its controller,
- then you control that card.
-
- A.16 Q: Who is the "owner" of a card?
- A: The 'owner' of a card is the player who brought it to the game,
- and who started the game with it in his library. The 'owner' of a token is
- the player who controlled the spell or ability that created it. (e.g.:
- Waiting in the Weeds is a spell that creates Cat tokens under the control
- of various players... but the caster of Waiting in the Weeds owns them all.)
-
- A.17 Q: Who is the "active player"?
- A: The player whose turn it is. Usually if both players can do
- something, the active player gets to do so first... including making
- choices (which means that when the opponent chooses, he knows what choice
- was made) and putting triggered abilities onto the stack (which means the
- opponent's abilities will resolve first).
-
- A.18 Q: What is a "modal" spell?
- A: A "modal" spell is, in general terms, one which can do more than
- one thing. All modal spells, under the current wordings, have to say
- "Choose one-", followed by a list of possible effects. The Dragon Charms
- from Planeshift are the most well-known current examples. Note that
- Disenchant is not a modal spell, because it doesn't say "Choose one-
- destroy target artifact, or destroy target enchantment".
- The distinction is important, because when you announce a modal spell,
- you choose what mode it'll use right then, instead of waiting until it
- resolves. Disenchant targeting an enchantment that becomes an artifact
- before Disenchant's resolution will still destroy its target, which it
- would not if it were modal.
-
- A.19 Q: What's "the stack"? What is "priority"?
- A: The Stack is a timing system. It's a zone of play, like your
- graveyard or your library. When a spell is announced, it cannot take its
- effect straight away. Instead, it's put on top of the stack, and other
- players are given the opportunity to respond to it with their own spells.
- The responses will resolve first, and when people have finished responding,
- eventually the original spell will resolve. (Note that this also applies to
- abilities.) The player who "has priority" at any particular time is the one
- who's currently allowed to add things to the stack. Here's a brief
- flowchart showing how the system works.
- In each step of the turn, the active player has priority to begin with.
-
- I: The player who has priority may announce a spell: he puts the spell
- onto the stack, chooses its mode and its targets, and pays its costs. If he
- chooses to do so, then he gets priority again- repeat this step. Otherwise,
- he "passes priority" to his opponent- go to [II].
-
- II: Now, that player's opponent has priority, so he can play his own
- spells on the top of the stack. If he chooses to do so, then he'll be the
- one who priority again- we return to [I]. Otherwise, we go on to [III].
-
- III: The players have both passed, so they've both declared that they're
- not going to respond to the current spell. If the stack is empty, then the
- current step of this turn will end. Otherwise, the top item of the stack
- resolves and is removed (in the case of an Instant or Sorcery it will go to
- the graveyard. Other types of spell will go into play, and pseudospells
- from abilities will be removed from the game). After that, the active
- player gets priority again. We return to I.
-
- A.20 Q: What does "play" mean?
- A: Three things, in general. To "play" a land means putting it into
- play. To "play" a spell or ability means announcing it, choosing targets
- and so on. "In play" is the zone where all the action happens, where the
- permanents are, creatures attack and so on (other zones are for example
- graveyard and library).
- An ability that triggers when a spell is "played" will do so as soon as
- that spell is announced, and its effect will occur before the triggering
- spell can resolve. Abilities that used to refer to something being
- "successfully cast", which has no meaning under 6th Edition rules, have all
- had errata to use the term "played".
-
- A.21 Q: What's the difference between "playing" and "putting into play"?
- A: To "play" a spell or ability means to announce it, as I said
- above. In other words, you pay its costs, choose its targets, and put it
- onto the stack. To "put a card into play" means to put it into the "in
- play" zone.
- This means that it's possible to "play" an Instant or Sorcery spell, but
- not possible to "put it into play". A spell or ability that tells you to
- "put a creature into play", such as Dragon Arch, is not telling you to
- "play" it.
-
- A.22 Q: What is the "converted mana cost" of a card?
- A: The total amount of mana in its mana cost, printed in the top
- right corner of the card. For example, Devouring Strossus (cost 5BBB) has a
- converted mana cost of 8. Even if the Strossus-toting player has a couple
- of Thunderscape Familiars out, the converted mana cost is still 8; it never
- changes. You only have to pay 3BBB to play Devouring Strossus with two
- Thunderscape Familiars out, but Monkey Cage will still produce 8 Apes when
- it comes into play.
-
- A.23 Q: What's Mana Burn?
- A: It's what happens if you add mana to your pool but don't use it
- before the end of the phase. The mana disappears, and you lose 1 life for
- each point of mana that disappears in this way. It doesn't happen very
- often, but sometimes you really need to play something costing BB with only
- one Swamp and a Dark Ritual, meaning you have one black mana left over.
-
- ==========
-
- Section B: Color
-
- B.01 Q: Can I play Agonizing Demise (Destroy target nonblack creature) on a
- red and black creature?
- A: No. A creature that is black isn't nonblack. If it has any other
- colors as well is irrelevant.
-
- B.02 Q: Can I use a Circle of Protection: Black (1: The next time a black
- source of your choice would deal damage to you this turn, prevent that
- damage) to prevent damage from a red and black creature?
- A: Yes. The creature is black; that it also has another color is
- irrelevant.
-
- B.03 Q: Can I choose 'gold', 'artifact', or 'colorless' when asked to
- choose a color?
- A: No. Magic has exactly five colors in it: White, green, blue, red
- and black. They are the only ones that can be chosen when you're asked to
- choose a color.
-
- B:04 Q: Do basic lands have colors? (e.g. are swamps black?)
- A: No. Lands are colorless unless something gives them a color.
-
- B.05 Q: Does a Coastal Tower (that can produce both white and blue mana)
- count as both a plains and an island?
- A: No, because it doesn't say it does. Unless the land itself says it
- counts as a basic land type, it doesn't. Basic lands do; it comes with
- being a basic land.
-
- ========
-
- Section C: Creatures
-
- C.01 Q: If I play a Chimeric Idol, and then activate it so it becomes a
- creature, can it then attack this turn?
- A: No. All permanents have "summoning sickness", but only creatures
- are affected by it. When Chimeric Idol becomes a creature, it still has
- summoning sickness, and since it is now a creature, it cannot attack.
-
- C.02 Q: When something asks me to choose a creature type, can I choose
- "blue" or "artifact" or "Recidivist"?
- A: No. When choosing a creature type, you must choose an existing
- creature type. "Elf works", "Pixie-Queen" works, "Myr" works, "Blinkmoth"
- works (tokens count as existing creature types), but neither "blue",
- "artifact" or "Recidivist" work.
-
- ======
-
- Section D: Combat
-
- D.01 Q: What is the overall structure of the combat phase?
- A: The Combat Phase is divided into 5 steps. Note that there is only
- ever _one_ combat phase in a turn. You can't "attack with this thing, see
- what happens to it, then attack with this other thing" or whatever. All
- attackers attack simultaneously, and all blockers block simultaneously, and
- then damage is dealt, and then combat finishes.
-
- 1: Beginning of Combat:
- Instants can be played. This is the last chance for the defending player
- to tap creatures in order to prevent them from attacking.
-
- 2: Declare Attackers:
- The active player declares which creatures are attacking, then taps them
- and pays any other costs for them to attack. Then Instants can be played.
- This is the last chance for the attacking player to tap or destroy
- creatures in order to prevent them from blocking.
-
- 3: Declare Blockers
- The defending player declares which creatures are blocking which. Then
- Instants can be played. This is the last time when changing a creature's
- power, or destroying a creature, will change the amount of damage it can deal.
-
- 4: Combat Damage
- Combat Damage from surviving creatures is assigned to the creatures
- they're fighting, in whatever pattern their controllers want. Then Instants
- can be played. This is a good time to play damage-prevention or redirection
- abilities, and it's the last chance to increase a creature's toughness in
- order to let it survive.
- Then the damage will resolve, and lethally damaged creatures will die,
- and players on 0 life will lose the game. Then Instants can be played
- again. At this point it's too late to do anything very useful, except
- killing creatures in order to prevent their "at end of combat" abilities
- from happening.
-
- Note that if creatures with First Strike are involved, the Combat Damage
- step will actually happen twice- in the first one, only creatures with
- first strike will deal damage. In the second one, only the creatures that
- haven't already dealt their damage will do so.
-
- 5: End of Combat
- Abilities that trigger "at end of combat" will do so, and go onto the
- stack. Then Instants can be played.
-
- D.02 Q: Can I play Terminate (destroy target creature) on an attacker to
- stop its combat damage being dealt?
- A: Yes. You simply play Terminate before combat damage goes on the stack.
-
- D.03 Q: Will a blocking creature still deal combat damage if it gets tapped?
- A: Yes, the rule saying otherwise was taken out in Sixth Edition.
-
- D.04 Q: Can a Giant Spider (may block as though it had flying) block
- Treetop Rangers (can't be blocked except by creatures with flying)?
- A: Yes. Basically, the controller of Giant Spider chooses whether to
- have it block as a flier or as a non-flier this turn.
-
- ======
-
- Section E: Protection
-
- E.01 Q: What does protection from Foo protect against?
- A: Exactly four things, namely the following:
-
- Cannot be D amaged by Foo sources.
- Cannot be E nchanted by Foo enchantments or E quipped by Foo Equipment.
- Cannot be B locked by Foo creatures.
- Cannot be T argeted by Foo spells and abilities.
-
- Mnemonic DEBT.
-
- E.02 Q: Will a Black Knight (Protection from white) be destroyed by a Wrath
- of God (destroy all creatures).
- A: Yes, it will. Wrath of God does not damage, enchant, block or
- target the creature, and so protection doesn't help.
-
- ======
-
- Section F: Trample
-
- F.01 Q: How does trample work?
- A: Basically, if an attacking creature with trample manages to kill
- all of its blockers with damage "left over", the excess damage is dealt to
- the defending player.
- A creature with trample must assign lethal damage to all of its blockers
- before it gets to assign any to the defending player, and it may assign
- more if it wants to. For example, if a 7/7 with trample is blocked by a
- 2/2, the trampler must assign at least 2 damage to the blocker and can then
- assign 5 damage to the defending player. The same creature blocked by a 1/1
- and a 3/3 must assign 1 damage to the 1/1 and 3 damage to the 3/3 and can
- then assign 3 to the defending player.
-
- F.02 Q: How does trample work against protection?
- A: Trample doesn't care about what's going to happen to the damage
- after it's assigned; it will assign enough damage to be lethal anyway. A
- green 7/7 trampler, blocked by a 2/2 with protection from green, will still
- have to assign 2 damage to the blocker; the rest can be assigned to the
- defending player. This won't kill the blocker due to the protection, but
- that doesn't matter.
-
- ======
-
- Section G: Other one-word Abilities
-
- G.01 Q: What does Phasing mean?
- A: Phasing is a 'disadvantage' ability, which essentially means you
- only have your creature (or whatever it is that has the ability) on
- alternate turns.
- At the start of your turn, just before everything untaps, all your stuff
- with Phasing phases out. (note that your opponent's stuff stays where it
- is- it's just the active player who does this.)
- Most players turn their cards face down to show they're phased out.
- While something is phased out, it's essentially out of the game- it can't
- be targetted, can't attack, can't use its abilites and so on.
-
- At the same time, all your stuff that's already phased out phases back
- in. They'll still have all the counters and enchantments that were on them
- when they phased out, and so on. Creatures that phase in have Haste until
- their controller's next turn begins.
-
- So, for example- You play a Breezekeeper, a 4/4 phasing creature. You
- can't attack with it this turn because it just came into play. It can block
- in your opponent's turn.
- On your next turn, it phases out. So you can't attack with it this turn. It
- can't block on your opponent's turn.
- On your turn after that, it phases back in, so you can finally attack with
- it, or block on your opponent's turn.
- On your turn after that, it phases back out... you get the picture?
-
- Phasing details:
- If a creature phases out tapped, it will phase back in tapped. Since
- this normally happens at the start of the turn, just before you untap
- everything anyway, it doesn't usually matter.
- When a creature phases out, abilities that trigger "when ~ leaves play"
- will do so. When it phases in, abilities that trigger "when ~ comes into
- play" will _not_ do so. Other than reasons of game balance- this would be
- too powerful with Bone Shredders, for example- there's no real explanation
- for this behaviour. Just stick Vanishing on your Thalakos Seer and enjoy it.
-
- G.02 Q: When a creature dies, can I regenerate it later on in the turn?
- A: No. Regeneration prevents a creature from being destroyed,
- replacing the destruction event with another. It cannot bring the creature
- back from death in any way.
-
- G.03 Q: What can I regenerate from?
- A: Destruction, ie lethal damage and spells/abilities that say they
- destroy. That's all.
-
- G.04 Q: Can I regenerate from a Sacrifice?
- A: No. It doesn't say "destroy".
-
- Section H: Costs
-
- H.01 Q: What's the difference between a cost and an effect?
- A: Costs happen immediately, effects go on the stack. If you
- sacrifice a creature to pay for Fallen Angel's ability, your opponent
- cannot destroy that creature in response, since costs don't use the stack.
-
- H.02 Q: How do I tell whether something is a cost or an effect?
- A: In general, the mana cost in the top right hand corner of a spell
- is its cost, and the text in the text-box of the spell is its effect. In
- the case of an activated ability, the text before the colon is its cost,
- and the text after it is its effect.
-
- H.03 Q: If a spell is countered, do you still have to pay its cost?
- A: Yes. By the time it can be countered it's been announced, had its
- targets and mode chosen, and had its cost paid. You've lost the mana for good.
-
- H.04 Q: Can additional costs, such as kicker costs, be reduced by Familiars?
- A: Yes. When calculating what you have to pay to cover the cost of a
- spell, you first take the mana cost (printed on the card), then add
- increasers (kicker costs, Gloom) and then apply reducers (Familiars,
- Medallions).
-
-
-