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Zoe Stephenson  
View profile  
 More options Nov 1 2012, 12:36 am
Newsgroups: rec.games.trading-cards.magic.rules, rec.answers, news.answers
Followup-To: poster
From: mtg...@daeghnao.com (Zoe Stephenson)
Date: 01 Nov 2012 04:35:59 GMT
Local: Thurs, Nov 1 2012 12:35 am
Subject: Magic: The Gathering Rules FAQ, v5.10 (part 2)
Archive-name: games/magic-t-g/rules/part2
Posting-Frequency: About every 5 days
URL: http://www.daeghnao.com/magic/faq/

------------------------------

Subject: 2.0: Returning Player Questions

   This part of the FAQ deals with players returning to the game after a
   time away.  It notes when particular changes were made to the rules,
   card templates or game philosophy so that returning players can catch
   up without being caught out.

------------------------------

Subject: 2.1.00: 1993

   Sets released: Alpha, Beta, Unlimited, Arabian Nights

   The rules were in quite a state of flux, with many interactions
   unexplored and undefined.

------------------------------

Subject: 2.1.01: 1994

   Sets released: Antiquities. Revised Edition, Legends, the Dark,
   Fallen Empires

Major stuff:

   - The types 'poly artifact' and 'mono artifact' were dropped for
   Revised Edition.
   - The tilted-T tap symbol was introduced in Revised Edition.
   - Legends introduced Enchant World, the Legend creature type and
   Legendary lands, as well as gold-bordered cards with more than one
   color.

Trivia:

   - The original 'legend rule' restricted Legend cards to maximum one
   of each name per deck as well as maximum one of any name in play.

------------------------------

Subject: 2.1.02: 1995

   Sets released: Fourth Edition, Ice Age, Chronicles, Homelands

Major stuff:

   - Fourth edition contained a batch timing system that delayed damage
   dealing until the end of the batch and contained an interrupt window
   and a damage-prevention bubble.

------------------------------

Subject: 2.1.03: 1996

   Sets released: Alliances, Mirage

Major stuff:

   - The card templating for instants and sorceries with an additional
   cost changed in Mirage to writing the cost in the one-shot effect,
   separated by a colon.

Trivia:

   - Mirage was the first set that was designed as a block and with
   limited play in mind as well as constructed.  It also had 'theme decks',
   the first preconstructed decks for an expansion.

------------------------------

Subject: 2.1.04: 1997

   Sets released: Visions, Fifth Edition, Portal, Weatherlight, Tempest

Major stuff:

   - Fifth Edition tightened up the timing rules even further, bringing in
   phase abilities, phase costs, pre-series and all sorts of long-forgotten
   concepts.
   - The card templating changed again; abilities with non-mana and
   non-tap costs used to be phrased '{0}: <other cost> to <effect>'.
   This was changed to the more modern '<other cost>: <effect>' to keep
   all the costs on the same side of the colon.
   - Fifth Edition saw the introduction of mana source cards.
   - Fifth Edition forced players to play interrupt cards that targeted
   a permanent using the timing rules for instant cards.
   - Fifth Edition removed an older rule about 'pumping' that allowed
   a player to announce and pay for multiple activations of an effect
   at once.
   - April 1997 introduced the modern 'Paris mulligan' rule; previously
   a mulligan required either all land or no land in the hand and could
   be taken only once, now the mulligan can be taken as many times as
   desired with any hand, but reduces starting hand size by one each time
   the mulligan is taken.

Trivia:

   Portal was a vastly simplified version of the game, using just
   creatures, sorceries and lands.
   Iconic creatures Serra Angel and Sengir Vampire were dropped from
   the base set for Fifth Edition.

------------------------------

Subject: 2.1.05: 1998

   Sets released: Stronghold, Exodus, Portal: Second Age, Unglued, Urza's
   Saga, Anthologies

Major stuff:

   - Exodus brought in a change to the card design to denote the card
   rarity with the colour of the expansion symbol and the card number
   and set size.

Trivia:

   - Several cards from Urza's Saga were given errata to prevent their
   comes-into-play abilities working unless they were played from your
   hand; the errata were removed in 2006.

------------------------------

Subject: 2.1.06: 1999

   Sets released: Urza's Legacy, Sixth Edition, Urza's Destiny, Portal:
   Three Kingdoms, Starter, Mercadian Masques

Major stuff:

   - Sixth edition was a pretty complete rethink of the whole timing system
   and card templating, ending up with the 'Grand Unified Timing System'
   - No more batches, interrupt windows, damage prevention bubbles,
   pre-series, phase abilities or phase costs.
   - No more interrupt or mana source cards, these can be played as
   instant cards under the new system.
   - The stack was introduced.
   - The term 'fast effect' was dropped from the rules.
   - The term 'pseudospell' was dropped from the rules.
   - The concept of setting up a prevention or replacement shield was
   introduced.
   - The term 'bury' was dropped from Magic vocabulary.
   - The term 'successfully cast' was dropped as well.
   - The ability 'haste' was introduced and the term 'summoning sickness'
   was dropped.
   - No more summon cards, replaced with creature cards instead.
   - Creature cards with multiple-word creature types now count as each
   separate creature type individually, with many older types being
   hyphenated.
   - No more 'fizzle', replaced with 'countered on resolution'.
   - No more 'cast', replaced with 'play'.
   - No more 'total mana cost', replaced with 'converted mana cost'.
   - Triggered abilities never resolve at the pauses during a spell,
   they all use the stack and resolve independently.
   - Players lose from having 0 life almost immediately, rather than
   waiting until the end of the phase.
   - Combat became a phase of its own.
   - Combat damage uses the stack.
   - Protection no longer absorb all trample damage, as the damage
   assignment ignores the protection ability.
   - Tapped blockers now deal combat damage, they previously didn't.
   - Tapped artifacts don't automatically turn off; Howling Mine, Static
   Orb and Winter Orb got errata to preserve their turning off behaviour.
   - The end of turn step / until end of turn wear-off distinction is
   introduced.
   - The Oracle was introduced.
   - The core set has its own expansion symbol as of Sixth Edition.

   - Urza's Legacy introduced premium (foil) cards.
   - Urza's Legacy also marked a trend for effects that tap or untap
   something to change from only being "target creature, artifact or land"
   to "target permanent"

Trivia:

   - No cards with trample were printed in Sixth Edition.

------------------------------

Subject: 2.1.07: 2000

   Sets released: Nemesis, Starter 2000, Prophecy, Invasion, Beatdown

Major stuff:

   - Invasion introduced the split cards and rules for checking
   characteristics of split cards.

------------------------------

Subject: 2.1.08: 2001

   Sets released: Planeshift, Seventh Edition, Apocalypse, Odyssey

Trivia:

   - Some time around here the rule on creature type changed, so that
   when asked to name a creature type, only an existing creature type
   could be chosen.

------------------------------

Subject: 2.1.09: 2002

   Sets released: Torment, Judgement, Onslaught

Major stuff:

   - Onslaught brought back face-down creatures with more comprehensive
   rules support.

Trivia:

   - Torment contained more black cards at the expense of green and
   white cards.
   - Judgment contained more green and white cards at the expense of
   black cards.
   - Judgment introduced the cycle of Wishes, cards that retrieve other
   cards from outside the game - an effect not seen since the Ring
   of Ma'ruf.

------------------------------

Subject: 2.1.10: 2003

   Sets released: Legions, Scourge, Eighth Edition, Mirrodin

Major stuff:

   - Eighth Edition brought a new card frame with room for more artwork
   and text.  The frame for artifacts was considered too close to the
   frame for white cards in appearance.
   - Eighth Edition introduced the 'basic' supertype to identify basic
   lands by their type.
   - Mirrodin block introduced the Equipment subtype.

Trivia:

   - Legions contained only creature cards.
   - Legions introduced the first creatures with double strike.
   - Mirrodin block saw a change to the card distribution across the block.

------------------------------

Subject: 2.1.11: 2004

   Sets released: Darksteel, Fifth Dawn, Unhinged, Champions of Kamigawa

Major stuff:

   - Darksteel introduced 'indestructible'.
   - Fifth Dawn introduced a darker artifact frame to help distinguish
   artifact cards from white cards.
   - Champions of Kamigawa introduced a new Legend rule (if Legends share
   a name, they are all put into their owners' graveyards, not just all
   but the first) and removed the Legend creature type, creating 'Legendary
   Creature'.
   - Champions of Kamigawa introduced flip cards, cards with a compressed
   card face on either end and a suitable picture in the middle.
   - Champions of Kamigawa introduced a modification to the targeting rule
   (targets only need to be unique for each instance of the qualifier
   'target') to assist with splice cards.
   - Champions of Kamigawa introduced the 'defender' ability, retroactively
   added to all of the creatures with creature type Wall, to eliminate
   the direct link between creature type and not being able to attack.

------------------------------

Subject: 2.1.12: 2005

   Sets released: Betrayers of Kamigawa, Saviors of Kamigawa, 9th Edition,
   Ravnica: city of Guilds

Major stuff:

   - Ravnica: City of Guilds introduced hybrid mana costs that can be
   paid with one point of either of two specific colors of mana.
   - Ninth edition introduced the Aura subtype and the enchant keyword.
...

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Discussion subject changed to "Magic: The Gathering Rules FAQ, v5.10 (part 1)" by Zoe Stephenson
Zoe Stephenson  
View profile  
 More options Nov 1 2012, 12:38 am
Newsgroups: rec.games.trading-cards.magic.rules, rec.answers, news.answers
Followup-To: poster
From: mtg...@daeghnao.com (Zoe Stephenson)
Date: 01 Nov 2012 04:35:59 GMT
Local: Thurs, Nov 1 2012 12:35 am
Subject: Magic: The Gathering Rules FAQ, v5.10 (part 1)
Archive-name: games/magic-t-g/rules/part1
Posting-Frequency: About every 5 days
URL: http://www.daeghnao.com/magic/faq/

============================================================
  Welcome to the FAQ for rec.games.trading-cards.magic.rules
============================================================

   Last Modified: 22nd May 2011

   By Zoe Stephenson (mtg...@daeghnao.com) based on previous versions from:
   Patrik Linell, Laurie Cheers, Bill Dugan.

   Copyright (c) 2011 Zoe Stephenson. All rights reserved. This article is
   freely distributable except that it may not be sold nor included in any
   compilation (book, magazine, disk, CD-ROM, or otherwise) which is for
   sale, without the express written consent of the author.

URL: http://www.daeghnao.com/magic/faq/

Recent Changes:
--------------

   version 5.00: Complete overhaul for Magic 2010 rules.
   version 5.10: Complete up to New Phyrexia; fixed stray tabs.

------------------------------

Subject: 1.0: Introduction

1.0.01 Notation:
------

   Magic uses distinctive symbols for mana of various colors and for
   self-tap costs.  To represent these symbols in text, the following
   conventions are used:

   G: One green mana
   R: One red mana
   W: One white mana
   B: One black mana
   U: One blue mana
   S: One mana from a snow source
   T: The tap symbol
   Q: The untap symbol
   1: One generic or colorless mana - and so on for 2,3,4...
   X,Y,Z: The symbols for variable mana costs

   Note the use of B for Black and U for blUe.  These symbols are combined
   in the same way as on the cards.  So, Seething Song produces RRRRR;
   Savra, Queen of the Golgari costs 2BG; Vitu-Ghazi, the City-Tree's
   ability costs 2GW, T.  Often the symbols are written within braces
   (e.g. {2}{G}{W}) to emphasise that they represent the symbols
   on the cards.  This is especially useful for split-mana symbols
   (e.g. {R/G}{R/G} on the Guildpact card Gruul Guildmage) and for
   Phyrexian costs ("phybrid" costs) such as "Phyrexian Red" {R/P}.

1.0.02 Structure:
------

   This FAQ is divided into three parts, each with a different focus.
   This introduction is attached to the first part.

   Part 1:

     The first part deals with newcomers to the game.  There are a few
     very common types of question that new players often need answers to;
     this part tries to answer them.  The questions are phrased in very
     general terms, so you may have to read through to find an answer.

     The first part also contains important information about posting to
     the newsgroup and other places to find answers.

   Part 2:

     The second part deals with players returning to the game or only
     playing now and again.  Returning players will often need to know
     what has changed, so this part lists major changes to the rules and
     the cards.

   Part 3:

     The third part deals with complex situations for which the outcome
     is unintuitive or for which the outcome has changed because of
     rules changes.  This goes into some depth and assumes familiarity
     with the rulebook.

------------------------------

Subject: 1.1: Beginner Questions

1.1.01: How do I know what's a target and what's not?
------

   Any spell or ability can have any number of targets.  Look through
   the text for the word target.  It can be used in several ways; look
   for where it's used in front of a noun, rather than as a noun itself
   or as a verb.  Some examples:

   Shock  {R}  Instant
/ Shock deals 2 damage to target creature or player.

   Shock has one target.  The word "target" is used in front of the
   phrase "creature or player" to indicate that the creature or player
   is the target.

   Deflection  {3}{U}  Instant
/ Change the target of target spell with a single target.

   Deflection has only one target.  The word "target" is used in front
   of the phrase "spell with a single target" to indicate that the
   spell-with-a-single-target is the target.  The first use of the word
   "target" is used as a noun, to say what to change.

   Radiate  {3}{R}{R}  Instant
/ Choose target instant or sorcery spell that targets only a single
   permanent or player.  Copy that spell for each other permanent or
   player the spell could target.  Each copy targets a different one
   of those permanents and players.

   Radiate has only one target.  The word "target" is used in front of the
   phrase "instant or sorcery spell that targets only a single permanent or
   player" to indicate that that instant or sorcery spell is the target.
   The first use of the word "target" is like an adjective, the other
   uses are as verbs.

   Each use of the word "target" to denote targets requires the right
   number of different targets.

   Hex  {4}{B}{B}  Sorcery
/ Destroy six target creatures.

   Hex targets six creatures.  It's not legal to target a creature more
   than once in this way.  It has to be six different creatures.

   If the word "target" is used again to denote targets, the same target
   can be chosen as for a previous use of the word "target" to denote
   targets.

   Decimate  {2}{R}{G}  Sorcery
/ Destroy target artifact, target creature, target enchantment, and
   target land.

   Decimate has four targets.  Each has its own use of the word "target".
   If there were one permanent on the battlefield that's an artifact, a
   creature, an enchantment and a land all at once, then Decimate could
   target that one permanent four times.  It would only be destroyed
   once, though.

   When you cast an Aura from your hand, you target whatever it's
   going to enchant.  Here, the word target won't appear in the main
   part of the text; it's implied by the enchant ability:

   Holy Strength  {W}  Enchantment - Aura
/ Enchant creature
/ Enchanted creature gets +1/+2.

   The last thing the Holy Strength does when it resolves is to put
   itself onto the battlefield attached to whatever creature it was
   targeting.  Once it does so, it stops targeting the creature.  If
   something later stops spells and abilities from targeting the
   creature, this doesn't affect the Holy Strength.  The reference
   to "enchanted creature" (and the similar phrases "equipped creature"
   and "fortified land") doesn't target the creature.  Another
   example:

   Firebreathing  {R}  Enchantment - Aura
/ Enchant creature
/ {R}: Enchanted creature gets +1/+0 until end of turn.

   When you cast Firebreathing, it targets the creature it's going to
   enchant.  When you activate the ability of Firebreathing, it doesn't
   target the creature it enchants.  Even if the creature enchanted by
   Firebreathing can't be the target of spells or abilities any more,
   Firebreathing's activated ability can still affect it.

   Some spells and abilities look like they ought to target, but don't
   actually target.  For example:

   Clone  {3}{U}  Creature - Shapeshifter  0/0
/ You may have Clone enter the battlefield as a copy of any creature on
   the battlefield.

   Clone can copy a creature that can't be the target of spells or
   abilities.  At the point where you choose a creature on the battlefield,
   the word target isn't used, so you choose without targeting.

   Many spells and abilities affect things without using the word target:

   Hurricane  {X}{G}  Sorcery
/ Hurricane deals X damage to each creature with flying and each player.

   Hurricane can deal damage to a creature that can't be targeted, as
   long as the creature has flying.  It can also deal damage to a player
   even if that player can't be the target of spells or abilities.

   Wrath of God  {2}{W}{W}  Sorcery
/ Destroy all creatures. They can't be regenerated.

   Wrath of God will destroy creatures even if those creatures can't
   be targeted.  It refers to all creatures; it doesn't use the word
   "target", so it doesn't target.

1.1.02: What things will stop me from targeting?
------

   There are two things that stop targeting.  One is simply static
   abilities that state outright that the targeting isn't allowed:

   Troll Ascetic  {1}{G}{G}  Creature - Troll Shaman  3/2
/ Troll Ascetic can't be the target of spells or abilities your opponents
   control.
/ {1}{G}: Regenerate Troll Ascetic.

   This kind of ability is common enough that its simple form has
   its own name, "shroud":

   Deadly Insect  {4}{G}  Creature - Insect  6/1
/ Shroud (This permanent can't be the target of spells or abilities.)

   The other ability that can prevent targeting is protection.

1.1.03: So what is protection?
------

   Protection is a static ability that's usually found on creatures
   and usually confers protection from a particular color.  Protection
   actually does four related things, all bundled up into a neat package.
   Let's take the example of a Hand of Cruelty:

   Hand of Cruelty  {B}{B}  Creature - Human Samurai  2/2
/ Protection from white
/ Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
   end of turn.)

   The first part of protection says to prevent all damage dealt to the
   Hand of Cruelty from a white source.  So, if it blocks a white creature,
   the combat damage to the Hand of Cruelty is prevented.

   The second part is that the Hand of Cruelty can't be enchanted or
   equipped by white Auras and Equipment.  If a white Aura ends up on
   a creature with protection from white (this isn't straightforward,
   but can sometimes happen) then it goes to its owner's graveyard.

   Thirdly, white creatures can't block the Hand of Cruelty.  It blazes
   a trail right on by.

   Lastly, the Hand of Cruelty can't be the target of white spells or
   abilities from white sources.  It can be affected by untargeted white
   spells and untargeted
...

read more »


 
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Discussion subject changed to "Magic: The Gathering Rules FAQ, v5.10 (part 3)" by Zoe Stephenson
Zoe Stephenson  
View profile  
 More options Nov 1 2012, 12:38 am
Newsgroups: rec.games.trading-cards.magic.rules, rec.answers, news.answers
Followup-To: poster
From: mtg...@daeghnao.com (Zoe Stephenson)
Date: 01 Nov 2012 04:36:00 GMT
Subject: Magic: The Gathering Rules FAQ, v5.10 (part 3)
Archive-name: games/magic-t-g/rules/part3
Posting-Frequency: About every 5 days
URL: http://www.daeghnao.com/magic/faq/

------------------------------

Subject: 3.00: Advanced Discussion

   This part of the FAQ deals with advanced issues that delve into parts
   of the game that have changed, or which are complex.  For beginners,
   this section gives the answers to some difficult questions; for players
   with more experience, the discussion should provide skills that will
   help solve most Magic problems.  For this part of the FAQ especially,
   it's worth having the Comprehensive Rulebook available while reading.

------------------------------

Subject: 3.01: Templating and identification

   Magic card text uses specific templates to indicate that a particular
   type of effect is intended.  Some of the templates refer to the use
   of particular words, some of the templates are simply idiomatic use
   of English that Magic has adopted.

   The templating has changed over the years, gradually improving to
   eliminate ambiguities and inconsistencies.  The following points
   cover most of the templating found in card texts these days:

   - Activated abilities are written with a cost, a colon and an effect.
   The effect is a one-shot effect, containing instructions to follow.
   The instructions may set up a continuous effect or a delayed triggered
   ability.
   - Triggered abilities are written using the word when, whenever or at.
   They specify either a particular part of a step or phase to trigger at,
   a particular event to trigger on, or a particular state to trigger on.
   When they resolve, they have a one-shot effect containing instructions
   that may set up a continuous effect or a delayed triggered ability.
   - The one-shot instructions on an instant or sorcery spell are spell
   abilities.
   - Anything else is a static ability, including instructions on an instant
   or sorcery that modify how it's cast.  They have a continuous effect
   that is always active in the appropriate zone.

   - An instruction can refer to a permanent by its type, by just using
   the type word alone.  This always refers to a permanent of that type,
   not to any other object with that type.  So "creature" on its own
   always means a creature permanent, and so on.

   - A cost can include the tap-symbol.  This stands for tapping the
   permanent the ability is on, and this cost cannot be paid if the
   permanent is a creature that its controller did not continuously
   control since the beginning of his or her most recent turn.  This is
   different to a cost that involves tapping a particular type of
   permanent; a creature that isn't eligible for paying a tap-symbol
   tap cost may still be used to pay a more general tap-cost.  The same
   applies to untapping and the untap-symbol.

   - An effect may have one instruction that is conditional on choosing
   a particular option previously in the effect.  This uses the phrase
   "if you do".  It refers to the choice to perform the action, and still
   holds even if a different action actually takes place.

   - An effect can place a restriction or compulsion on attacking or
   blocking.  The template for these effects applies only to the act
   of declaring a creature as an attacking creature or a blocking
   creature.  It does not refer to other ways for a creature to become
   an attacking or blocking creature.

   - Effects often instruct a player to make a choice of some kind.  The
   only choices available are those that exist within the game.  So, a
   choice of permanent is limited to the permanents that exist at the
   time, a choice of color to one of the five colors, and a choice of
   creature type to an existing creature type in the set of Magic cards.

   - An instruction can refer to the card that it's on by using the
   card's name as a noun.  The instruction refers only to that particular
   instance of the card.  This can get complicated when instructions move
   between cards with copy, gain or grant effects:

     - When one card copies another, the name references refer to the
     card doing the copying.
     - When one card grants new abilities to another, the name references
     the card doing the granting.
     - When one card gains the existing abilities of another, the name
     references the card doing the gaining.

   In some cases, a card will refer to itself using just the first part
   of its name, rather than the whole name - this follows the same pattern:

   Ink-Eyes, Servant of Oni  {4}{B}{B}  Legendary Creature - Rat Ninja  5/4
/ Ninjutsu {3}{B}{B}
/ Whenever Ink-Eyes, Servant of Oni deals combat damage to a player,
   you may put target creature card from that player's graveyard onto
   the battlefield under your control.
/ {1}{B}: Regenerate Ink-Eyes.

   Even with all of these guidelines on the templating of Magic cards,
   sometimes the templates are not followed strictly in order to fit
   the text onto the card in all of the languages in which Magic is
   printed.  Sometimes there will be a FAQ entry for the card in its
   individual set FAQ to explain what is meant.

------------------------------

Subject: 3.02: Spiders and stone

   The rules on the spider ability (the ability to block creatures with
   flying, without actually having flying) have changed over the course
   of the game.  First they were mandatory, then they could have been
   considered optional, then they were mandatory again but people often
   read them as optional, then another wording change was used, and
   finally the whole thing was replaced with a new ability, reach.  So
   now, the situation is as follows:

   The spider ability itself:

   Giant Spider  {3}{G}  Creature - Spider  2/4
/ Reach (This creature can block creatures with flying.)

   Flying-evasion:

   Stone Spirit  {4}{R}  Creature - Elemental Spirit  4/3
/ Stone Spirit can't be blocked by creatures with flying.

   Nonflying-evasion:

   Treetop Scout  {G}  Creature - Elf Scout  1/1
/ Treetop Scout can't be blocked except by creatures with flying.

   The Giant Spider can block a creature with flying, and it can block
   the Stone Spirit, but it can't block the Treetop Scout.

------------------------------

Subject: 3.03: Time Vault

   The wording and behaviour of Time Vault has changed over the course
   of the game, in part to try to clean it up and in part to try to
   control its power level.  The current wording is as follows:

   Time Vault  {2}  Artifact
/ Time Vault enters the battlefield tapped.
/ Time Vault doesn't untap during your untap step.
/ If you would begin your turn while Time Vault is tapped, you may
   skip that turn instead.  If you do, untap Time Vault.
/ {T}: Take an extra turn after this one.

   This uses turn-skipping, which is an extension of phase- and step-
   skipping, to try to limit the number of times the Time Vault could
   be untapped and tapped again in a turn.

------------------------------

Subject: 3.04: Trample vs. protection

   The interaction between trample and protection has changed over the
   course of the game.  Nowadays, it's as follows:

   Combat damage happens in two distinct steps, assignment and dealing.
   In assignment, a record is made of the source, destination and amount
   of each piece of combat damage.  If a creature has trample, then
   it's legal to assign some or all of the damage from that creature
   to the defending player, as long as the assignment also assigns
   lethal damage to all creatures blocking the creature with trample.
   Lethal damage is considered as however much damage is needed to make
   up the difference between damage already marked on the creature from
   before the assignment was made, and the toughness of the creature.
   Effects that would alter the amount of damage that actually gets dealt
   are not taken into account at this stage.  Note that any amount of
   damage from a creature with deathtouch is considered lethal damage.

   When the damage is dealt, there may be replacements that alter the
   amount of damage or prevent it entirely.  This is where the protection
   can step in and shield the creature.

------------------------------

Subject: 3.05: Order of triggered abilities

   The way in which triggered abilities have been dealt with has changed
   dramatically throughout the history of the game.

   When any instruction is followed in the game, it may match the trigger
   event of any number of triggered abilities.  Each time this happens,
   the triggered event triggers.  When a player is in the process of
   gaining priority to play spells and abilities, players put any triggered
   abilities that have triggered onto the stack.  First the active player
   adds all the triggered abilities that he or she controls, in the
   order of his or her choice, and then the non-active player does so.
   With multiple non-active players, players go in turn order.

   With this system, triggered abilities never go onto the stack while
   another spell or ability is resolving.  They always wait until a
   player is about to gain priority.  However, the order of events within
   the resolution of the spell or ability does still matter.  For example,
   during the resolution of Hypergenesis, a Where Ancients Tread enters
   the battlefield, and then its controller also puts a Woolly Thoctar
   onto the battlefield:

   Hypergenesis    Sorcery
/ Hypergenesis is green.
/ Suspend 3 - {1}{G}{G} (Rather than cast this card from your hand, pay
   {1}{G}{G} and exile it with three time counters on it. At the beginning
   of your upkeep, remove a time counter. When the last is removed, cast
   it without paying its mana cost.)
/ Starting with you, each player may put an artifact, ...

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Discussion subject changed to "Magic: The Gathering Rules FAQ, v5.10 (part 1)" by Zoe Stephenson
Zoe Stephenson  
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 More options Nov 6 2012, 12:38 am
Newsgroups: rec.games.trading-cards.magic.rules, rec.answers, news.answers
Followup-To: poster
From: mtg...@daeghnao.com (Zoe Stephenson)
Date: 06 Nov 2012 05:38:09 GMT
Local: Tues, Nov 6 2012 12:38 am
Subject: Magic: The Gathering Rules FAQ, v5.10 (part 1)
Archive-name: games/magic-t-g/rules/part1
Posting-Frequency: About every 5 days
URL: http://www.daeghnao.com/magic/faq/

============================================================
  Welcome to the FAQ for rec.games.trading-cards.magic.rules
============================================================

   Last Modified: 22nd May 2011

   By Zoe Stephenson (mtg...@daeghnao.com) based on previous versions from:
   Patrik Linell, Laurie Cheers, Bill Dugan.

   Copyright (c) 2011 Zoe Stephenson. All rights reserved. This article is
   freely distributable except that it may not be sold nor included in any
   compilation (book, magazine, disk, CD-ROM, or otherwise) which is for
   sale, without the express written consent of the author.

URL: http://www.daeghnao.com/magic/faq/

Recent Changes:
--------------

   version 5.00: Complete overhaul for Magic 2010 rules.
   version 5.10: Complete up to New Phyrexia; fixed stray tabs.

------------------------------

Subject: 1.0: Introduction

1.0.01 Notation:
------

   Magic uses distinctive symbols for mana of various colors and for
   self-tap costs.  To represent these symbols in text, the following
   conventions are used:

   G: One green mana
   R: One red mana
   W: One white mana
   B: One black mana
   U: One blue mana
   S: One mana from a snow source
   T: The tap symbol
   Q: The untap symbol
   1: One generic or colorless mana - and so on for 2,3,4...
   X,Y,Z: The symbols for variable mana costs

   Note the use of B for Black and U for blUe.  These symbols are combined
   in the same way as on the cards.  So, Seething Song produces RRRRR;
   Savra, Queen of the Golgari costs 2BG; Vitu-Ghazi, the City-Tree's
   ability costs 2GW, T.  Often the symbols are written within braces
   (e.g. {2}{G}{W}) to emphasise that they represent the symbols
   on the cards.  This is especially useful for split-mana symbols
   (e.g. {R/G}{R/G} on the Guildpact card Gruul Guildmage) and for
   Phyrexian costs ("phybrid" costs) such as "Phyrexian Red" {R/P}.

1.0.02 Structure:
------

   This FAQ is divided into three parts, each with a different focus.
   This introduction is attached to the first part.

   Part 1:

     The first part deals with newcomers to the game.  There are a few
     very common types of question that new players often need answers to;
     this part tries to answer them.  The questions are phrased in very
     general terms, so you may have to read through to find an answer.

     The first part also contains important information about posting to
     the newsgroup and other places to find answers.

   Part 2:

     The second part deals with players returning to the game or only
     playing now and again.  Returning players will often need to know
     what has changed, so this part lists major changes to the rules and
     the cards.

   Part 3:

     The third part deals with complex situations for which the outcome
     is unintuitive or for which the outcome has changed because of
     rules changes.  This goes into some depth and assumes familiarity
     with the rulebook.

------------------------------

Subject: 1.1: Beginner Questions

1.1.01: How do I know what's a target and what's not?
------

   Any spell or ability can have any number of targets.  Look through
   the text for the word target.  It can be used in several ways; look
   for where it's used in front of a noun, rather than as a noun itself
   or as a verb.  Some examples:

   Shock  {R}  Instant
/ Shock deals 2 damage to target creature or player.

   Shock has one target.  The word "target" is used in front of the
   phrase "creature or player" to indicate that the creature or player
   is the target.

   Deflection  {3}{U}  Instant
/ Change the target of target spell with a single target.

   Deflection has only one target.  The word "target" is used in front
   of the phrase "spell with a single target" to indicate that the
   spell-with-a-single-target is the target.  The first use of the word
   "target" is used as a noun, to say what to change.

   Radiate  {3}{R}{R}  Instant
/ Choose target instant or sorcery spell that targets only a single
   permanent or player.  Copy that spell for each other permanent or
   player the spell could target.  Each copy targets a different one
   of those permanents and players.

   Radiate has only one target.  The word "target" is used in front of the
   phrase "instant or sorcery spell that targets only a single permanent or
   player" to indicate that that instant or sorcery spell is the target.
   The first use of the word "target" is like an adjective, the other
   uses are as verbs.

   Each use of the word "target" to denote targets requires the right
   number of different targets.

   Hex  {4}{B}{B}  Sorcery
/ Destroy six target creatures.

   Hex targets six creatures.  It's not legal to target a creature more
   than once in this way.  It has to be six different creatures.

   If the word "target" is used again to denote targets, the same target
   can be chosen as for a previous use of the word "target" to denote
   targets.

   Decimate  {2}{R}{G}  Sorcery
/ Destroy target artifact, target creature, target enchantment, and
   target land.

   Decimate has four targets.  Each has its own use of the word "target".
   If there were one permanent on the battlefield that's an artifact, a
   creature, an enchantment and a land all at once, then Decimate could
   target that one permanent four times.  It would only be destroyed
   once, though.

   When you cast an Aura from your hand, you target whatever it's
   going to enchant.  Here, the word target won't appear in the main
   part of the text; it's implied by the enchant ability:

   Holy Strength  {W}  Enchantment - Aura
/ Enchant creature
/ Enchanted creature gets +1/+2.

   The last thing the Holy Strength does when it resolves is to put
   itself onto the battlefield attached to whatever creature it was
   targeting.  Once it does so, it stops targeting the creature.  If
   something later stops spells and abilities from targeting the
   creature, this doesn't affect the Holy Strength.  The reference
   to "enchanted creature" (and the similar phrases "equipped creature"
   and "fortified land") doesn't target the creature.  Another
   example:

   Firebreathing  {R}  Enchantment - Aura
/ Enchant creature
/ {R}: Enchanted creature gets +1/+0 until end of turn.

   When you cast Firebreathing, it targets the creature it's going to
   enchant.  When you activate the ability of Firebreathing, it doesn't
   target the creature it enchants.  Even if the creature enchanted by
   Firebreathing can't be the target of spells or abilities any more,
   Firebreathing's activated ability can still affect it.

   Some spells and abilities look like they ought to target, but don't
   actually target.  For example:

   Clone  {3}{U}  Creature - Shapeshifter  0/0
/ You may have Clone enter the battlefield as a copy of any creature on
   the battlefield.

   Clone can copy a creature that can't be the target of spells or
   abilities.  At the point where you choose a creature on the battlefield,
   the word target isn't used, so you choose without targeting.

   Many spells and abilities affect things without using the word target:

   Hurricane  {X}{G}  Sorcery
/ Hurricane deals X damage to each creature with flying and each player.

   Hurricane can deal damage to a creature that can't be targeted, as
   long as the creature has flying.  It can also deal damage to a player
   even if that player can't be the target of spells or abilities.

   Wrath of God  {2}{W}{W}  Sorcery
/ Destroy all creatures. They can't be regenerated.

   Wrath of God will destroy creatures even if those creatures can't
   be targeted.  It refers to all creatures; it doesn't use the word
   "target", so it doesn't target.

1.1.02: What things will stop me from targeting?
------

   There are two things that stop targeting.  One is simply static
   abilities that state outright that the targeting isn't allowed:

   Troll Ascetic  {1}{G}{G}  Creature - Troll Shaman  3/2
/ Troll Ascetic can't be the target of spells or abilities your opponents
   control.
/ {1}{G}: Regenerate Troll Ascetic.

   This kind of ability is common enough that its simple form has
   its own name, "shroud":

   Deadly Insect  {4}{G}  Creature - Insect  6/1
/ Shroud (This permanent can't be the target of spells or abilities.)

   The other ability that can prevent targeting is protection.

1.1.03: So what is protection?
------

   Protection is a static ability that's usually found on creatures
   and usually confers protection from a particular color.  Protection
   actually does four related things, all bundled up into a neat package.
   Let's take the example of a Hand of Cruelty:

   Hand of Cruelty  {B}{B}  Creature - Human Samurai  2/2
/ Protection from white
/ Bushido 1 (When this blocks or becomes blocked, it gets +1/+1 until
   end of turn.)

   The first part of protection says to prevent all damage dealt to the
   Hand of Cruelty from a white source.  So, if it blocks a white creature,
   the combat damage to the Hand of Cruelty is prevented.

   The second part is that the Hand of Cruelty can't be enchanted or
   equipped by white Auras and Equipment.  If a white Aura ends up on
   a creature with protection from white (this isn't straightforward,
   but can sometimes happen) then it goes to its owner's graveyard.

   Thirdly, white creatures can't block the Hand of Cruelty.  It blazes
   a trail right on by.

   Lastly, the Hand of Cruelty can't be the target of white spells or
   abilities from white sources.  It can be affected by untargeted white
   spells and untargeted
...

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Discussion subject changed to "Magic: The Gathering Rules FAQ, v5.10 (part 3)" by Zoe Stephenson
Zoe Stephenson  
View profile  
 More options Nov 6 2012, 2:45 am
Newsgroups: rec.games.trading-cards.magic.rules, rec.answers, news.answers
Followup-To: poster
From: mtg...@daeghnao.com (Zoe Stephenson)
Date: 06 Nov 2012 07:30:11 GMT
Local: Tues, Nov 6 2012 2:30 am
Subject: Magic: The Gathering Rules FAQ, v5.10 (part 3)
Archive-name: games/magic-t-g/rules/part3
Posting-Frequency: About every 5 days
URL: http://www.daeghnao.com/magic/faq/

------------------------------

Subject: 3.00: Advanced Discussion

   This part of the FAQ deals with advanced issues that delve into parts
   of the game that have changed, or which are complex.  For beginners,
   this section gives the answers to some difficult questions; for players
   with more experience, the discussion should provide skills that will
   help solve most Magic problems.  For this part of the FAQ especially,
   it's worth having the Comprehensive Rulebook available while reading.

------------------------------

Subject: 3.01: Templating and identification

   Magic card text uses specific templates to indicate that a particular
   type of effect is intended.  Some of the templates refer to the use
   of particular words, some of the templates are simply idiomatic use
   of English that Magic has adopted.

   The templating has changed over the years, gradually improving to
   eliminate ambiguities and inconsistencies.  The following points
   cover most of the templating found in card texts these days:

   - Activated abilities are written with a cost, a colon and an effect.
   The effect is a one-shot effect, containing instructions to follow.
   The instructions may set up a continuous effect or a delayed triggered
   ability.
   - Triggered abilities are written using the word when, whenever or at.
   They specify either a particular part of a step or phase to trigger at,
   a particular event to trigger on, or a particular state to trigger on.
   When they resolve, they have a one-shot effect containing instructions
   that may set up a continuous effect or a delayed triggered ability.
   - The one-shot instructions on an instant or sorcery spell are spell
   abilities.
   - Anything else is a static ability, including instructions on an instant
   or sorcery that modify how it's cast.  They have a continuous effect
   that is always active in the appropriate zone.

   - An instruction can refer to a permanent by its type, by just using
   the type word alone.  This always refers to a permanent of that type,
   not to any other object with that type.  So "creature" on its own
   always means a creature permanent, and so on.

   - A cost can include the tap-symbol.  This stands for tapping the
   permanent the ability is on, and this cost cannot be paid if the
   permanent is a creature that its controller did not continuously
   control since the beginning of his or her most recent turn.  This is
   different to a cost that involves tapping a particular type of
   permanent; a creature that isn't eligible for paying a tap-symbol
   tap cost may still be used to pay a more general tap-cost.  The same
   applies to untapping and the untap-symbol.

   - An effect may have one instruction that is conditional on choosing
   a particular option previously in the effect.  This uses the phrase
   "if you do".  It refers to the choice to perform the action, and still
   holds even if a different action actually takes place.

   - An effect can place a restriction or compulsion on attacking or
   blocking.  The template for these effects applies only to the act
   of declaring a creature as an attacking creature or a blocking
   creature.  It does not refer to other ways for a creature to become
   an attacking or blocking creature.

   - Effects often instruct a player to make a choice of some kind.  The
   only choices available are those that exist within the game.  So, a
   choice of permanent is limited to the permanents that exist at the
   time, a choice of color to one of the five colors, and a choice of
   creature type to an existing creature type in the set of Magic cards.

   - An instruction can refer to the card that it's on by using the
   card's name as a noun.  The instruction refers only to that particular
   instance of the card.  This can get complicated when instructions move
   between cards with copy, gain or grant effects:

     - When one card copies another, the name references refer to the
     card doing the copying.
     - When one card grants new abilities to another, the name references
     the card doing the granting.
     - When one card gains the existing abilities of another, the name
     references the card doing the gaining.

   In some cases, a card will refer to itself using just the first part
   of its name, rather than the whole name - this follows the same pattern:

   Ink-Eyes, Servant of Oni  {4}{B}{B}  Legendary Creature - Rat Ninja  5/4
/ Ninjutsu {3}{B}{B}
/ Whenever Ink-Eyes, Servant of Oni deals combat damage to a player,
   you may put target creature card from that player's graveyard onto
   the battlefield under your control.
/ {1}{B}: Regenerate Ink-Eyes.

   Even with all of these guidelines on the templating of Magic cards,
   sometimes the templates are not followed strictly in order to fit
   the text onto the card in all of the languages in which Magic is
   printed.  Sometimes there will be a FAQ entry for the card in its
   individual set FAQ to explain what is meant.

------------------------------

Subject: 3.02: Spiders and stone

   The rules on the spider ability (the ability to block creatures with
   flying, without actually having flying) have changed over the course
   of the game.  First they were mandatory, then they could have been
   considered optional, then they were mandatory again but people often
   read them as optional, then another wording change was used, and
   finally the whole thing was replaced with a new ability, reach.  So
   now, the situation is as follows:

   The spider ability itself:

   Giant Spider  {3}{G}  Creature - Spider  2/4
/ Reach (This creature can block creatures with flying.)

   Flying-evasion:

   Stone Spirit  {4}{R}  Creature - Elemental Spirit  4/3
/ Stone Spirit can't be blocked by creatures with flying.

   Nonflying-evasion:

   Treetop Scout  {G}  Creature - Elf Scout  1/1
/ Treetop Scout can't be blocked except by creatures with flying.

   The Giant Spider can block a creature with flying, and it can block
   the Stone Spirit, but it can't block the Treetop Scout.

------------------------------

Subject: 3.03: Time Vault

   The wording and behaviour of Time Vault has changed over the course
   of the game, in part to try to clean it up and in part to try to
   control its power level.  The current wording is as follows:

   Time Vault  {2}  Artifact
/ Time Vault enters the battlefield tapped.
/ Time Vault doesn't untap during your untap step.
/ If you would begin your turn while Time Vault is tapped, you may
   skip that turn instead.  If you do, untap Time Vault.
/ {T}: Take an extra turn after this one.

   This uses turn-skipping, which is an extension of phase- and step-
   skipping, to try to limit the number of times the Time Vault could
   be untapped and tapped again in a turn.

------------------------------

Subject: 3.04: Trample vs. protection

   The interaction between trample and protection has changed over the
   course of the game.  Nowadays, it's as follows:

   Combat damage happens in two distinct steps, assignment and dealing.
   In assignment, a record is made of the source, destination and amount
   of each piece of combat damage.  If a creature has trample, then
   it's legal to assign some or all of the damage from that creature
   to the defending player, as long as the assignment also assigns
   lethal damage to all creatures blocking the creature with trample.
   Lethal damage is considered as however much damage is needed to make
   up the difference between damage already marked on the creature from
   before the assignment was made, and the toughness of the creature.
   Effects that would alter the amount of damage that actually gets dealt
   are not taken into account at this stage.  Note that any amount of
   damage from a creature with deathtouch is considered lethal damage.

   When the damage is dealt, there may be replacements that alter the
   amount of damage or prevent it entirely.  This is where the protection
   can step in and shield the creature.

------------------------------

Subject: 3.05: Order of triggered abilities

   The way in which triggered abilities have been dealt with has changed
   dramatically throughout the history of the game.

   When any instruction is followed in the game, it may match the trigger
   event of any number of triggered abilities.  Each time this happens,
   the triggered event triggers.  When a player is in the process of
   gaining priority to play spells and abilities, players put any triggered
   abilities that have triggered onto the stack.  First the active player
   adds all the triggered abilities that he or she controls, in the
   order of his or her choice, and then the non-active player does so.
   With multiple non-active players, players go in turn order.

   With this system, triggered abilities never go onto the stack while
   another spell or ability is resolving.  They always wait until a
   player is about to gain priority.  However, the order of events within
   the resolution of the spell or ability does still matter.  For example,
   during the resolution of Hypergenesis, a Where Ancients Tread enters
   the battlefield, and then its controller also puts a Woolly Thoctar
   onto the battlefield:

   Hypergenesis    Sorcery
/ Hypergenesis is green.
/ Suspend 3 - {1}{G}{G} (Rather than cast this card from your hand, pay
   {1}{G}{G} and exile it with three time counters on it. At the beginning
   of your upkeep, remove a time counter. When the last is removed, cast
   it without paying its mana cost.)
/ Starting with you, each player may put an artifact, ...

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