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Magic: The Gathering Rules FAQ, v3.06 (main A-H)



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 "opponent's"?
      A: No. When choosing a creature type, you must either choose an 
existing creature type, or a word that has no meaning in Magic. You can 
choose Elf (because it's an existing creature type) or Prestidigitator 
(because it has no meaning in Magic) but you can't choose Artifact, because 
that does mean something.

======

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.
   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).





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