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Rulings Summary: General (6/6/94)

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Stephen D''Angelo

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Jun 6, 1994, 2:35:02 PM6/6/94
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Here's the latest update to the Rulings Summary. The biggest change to note
in this section is the addition of Pocket Player's Guide page references.
Enjoy!

The most recent gg-l digest used was #657.

Many of these rulings are _NOT_ "official". Some of them are "Common
net wisdom" picked out of posts by people I trust of that put out a good
argument. Whenever the ruling was made by an official (such as our former
net contact "Snark", the game designer "Garfield", or other net contacts
"Chris Page", "bethmo", and "Aahz"), I've tried to make a note of that.
I don't claim responsibility for the accuracy of the rulings or for
transcription errors, okay? I'm only human.

Let me know if you find any problems/errors/typos/etc in the text below.
I'd like to make it more accurate and complete.

A '+' is used to mark changes since the last released version on 04/27/94.

Stephen D'Angelo

sdan...@usagi.eng.sun.com (work address)
dan...@netcom.com (checked less regularly)
----

General Rulings last update 06/06/94
=============================================================================

Table of Contents:
------------------
Here is a quick outline of what can be found in this summary:

- Basic Rulings We All Should Know
- Turn Order
- Attack Sequence
- Dealing with Damage
- Loss of Life
- Mana Burn
- Banding Questions
- Trample Questions
- Going to the Graveyard
- Regeneration
- Protection from Color
- Special Creatures
- Face Down Cards
- Copy Cards
- Paying Artifact and Enchantment Costs
- Control Questions
- Timing Questions
- Countering Spells
- Spell Casting Questions
- Multiplayer Questions
- Other Stuff
- Switching from Limited/Unlimited Edition
to Revised Edition Rules


Basic Rulings We All Should Know:
---------------------------------
"I'm done" always means "I'm done unless you do something else". You
can use fast effects in response to anything your opponent does. [bethmo]
Basic land types are: Forest, Island, Mountain, Plains, and Swamp.
Multilands and the lands introduced by Arabian Nights (and other
expansions are not "basic" lands types for purposes of any spell.
[Page 15]
Black, Blue, Green, Red and White are the only colors in the game.
Colorless (or no color) are not valid color types for purposes of any
spell. [Page 15]
Fast effects are Instants, Interrupts or special abilities of any card
in play. [Page 25]
Artifacts and Lands have no color but can be xxxxLaced into a color.
[PPG Page 93]
Any player can look at any other player's graveyard at any time. This
means that a player cannot hide what goes into or gets taken out of
the graveyard from any other player. You do not need to show anything
which goes into or comes out of your Library. [PPG Page 220]
All players have the right to know how many cards you have in your hand.
[Duelist's Supplement, 5/94]
No player may count the number of cards in their or any other player's
library. [Duelist's Supplement, 5/94]
It is not legal to spend mana on preventions like Circle of Protection
or Death Ward (but not limited to them) when there is no valid action to
be countering. Equally, you cannot Animate Artifact when there are no
artifacts. You can spend mana to power up Firebreathing or some other
existing effect. Basically, you cannot make an excuse just to get rid
of cards or mana. [PPG Page 57]
Special abilitites of creatures, such as Tim's poke, are not attacks.
[bethmo] Neither are spells like Fireball or Lightning Bolt. These
are just spells and effects. An Attack is something special in Magic.
Continuous effects are faster than interrupts. [bethmo]
Continuous effects of artifacts only work when they are untapped. [Page 22]
Continuous effects of creatures work whether or not they are tapped.
[Page 26] Artifact creatures count as creatures for this ruling.
[WotC Rules Team]
The effects of interrupts are permanent. [Page 25]
A sacrifice is considered a cost in the casting of a spell or powering
an effect. It is used up at the same time the mana is. Such costs
are not preventable by any means, including regeneration. [Page 22]
Sacrificing is _not_ a targeted effect and so Protection from Color will
not protect a creature from a sacrifice. [PPG Page 59]
Enchantments may not be played directly on your opponent. [Page 23]
Enchantments cannot ever become tapped. [PPG Page 63]
Untapping a card does _not_ undo the effects of that card; it merely makes
the card available to be used again. [bethmo]
If two enchantments contradict one another, the most recently cast wins.
For example, casting Flight on a creature with Earthbind on it grants
the creature the ability to fly, but the Earthbind does remain in play.
[PPG Page 220]
If an enchantment is removed after being used, its effects still remain.
For example, if a 1/1 creature with Holy Armor (treated as 1/3) gets
pumped up with 3 white mana, it gets +0/+3 making it 1/6. If the Holy
Armor was then removed, the +0/+3 would still remain, although the +0/+2
granted by the enchantment would leave and the creature would be 1/4.
[bethmo]


Turn Order
----------
1. Untap Phase
You MUST untap each turn. You cannot "forget". [PPG Page 35]
Untapping is simultaneous.
May not cast spells or use fast effects before or during untap phase.
[PPG Page 35]
All Limited and Unlimited edition cards which said to do things at
the beginning of the turn or during the untap phase take place
during the upkeep phase under the Revised rules. [PPG Page 110]

2. Upkeep Phase
You still have an upkeep phase even if nothing happens during it.
All Limited and Unlimited edition cards which said to do things at
the beginning of the turn or during the untap phase take place
during the upkeep phase under the Revised rules. [PPG Page 35]
Fast effects may be used during this phase by any player. [Page 13]
You can resolve the actions that happen in your upkeep in any order
you desire as long as all effects are dealt with during upkeep.
[PPG Page 35]
If a card requiring upkeep costs is destroyed before the end of upkeep,
no cost needs to be paid. This is similar for cards that
"leave play". For example, if a Doppelganger switches away from
Lord of the Pit it need not pay the upkeep cost. [bethmo]
If something happens which adds an upkeep cost during upkeep, it must
be paid. For example, if a Doppelganger becomes a Lord of the Pit,
during upkeep, a creature must be sacrificed. [bethmo]
Upkeep must be paid even if the card is tapped. [bethmo]
Paying upkeep on a card is considered a fast effect. [bethmo]
If a creature has an upkeep cost, you may not use its fast effect
before its upkeep is paid. Demoinc Hordes is an example. [bethmo]
Any mana in mana pool at end of Upkeep causes "mana burn". [Page 17]

3. Draw a Card
+ Fast effects may be used during this phase by any player. [PPG Page 35]
If you have no cards in your library to draw from, you lose the game.
[Rulebook]
Any mana in mana pool at end of Draw causes "mana burn". [Page 17]

4. Main Phase
May do the following in any order:
a. Cast a spell -- any number of times before or after other actions
b. Play a land -- only one per turn before or after other actions
c. Declare an attack -- only one per turn

This is the only phase in which you may cast spells which are not
fast effects. Spell types include Sorcery, Summon, Enchantment,
Artifact, Instant and Interrupt.
Playing a land is a not a fast effect, so it cannot be done in reaction
to something else.
May play multiple lands if have Fastbond in play, but they can only
be played when you could otherwise play a land. [bethmo] They cannot
be played in the same instant. Play them sequentially.

5. Discard
Discard down to seven cards in your hand. You may not discard if you
have fewer than seven cards.
Fast effects may be used during this phase by any player. [PPG Page 35]
Any mana in mana pool at end of Discard phase causes "mana burn".
[Page 17]

6. Inform Opponent
Declare that your turn is over. Your opponent gets the chance to react
by using fast effects. You may do the same. The turn is not over
until you both say you are done. [Page 14]
Any mana in mana pool at end of this phase causes "mana burn". [Page 17]

7. Heal Creatures
Damage is removed from creatures.
Any creatures which gain tokens at end of turn get them.
The effects of all fast effects (unless otherwise stated on the card)
end.
If any creature is reduced to zero or less toughness at this time,
it dies and cannot succesfully regenerate since it will immediately
die again.
Any effects that happen at the "End of Turn" happen at this time. If
this involves the death of a creature, spells and effects can be used
to attempt regeneration (unless otherwise disallowed).
All of these actions are simultaneous.
Only spells which prevent damage, regenerate creatures, prevent
"mana burn" or "gain one life when xxx" may be used at this time.
Any mana in mana pool at end of this phase causes "mana burn". [Page 17]

You only get _one_ attack per turn. If you manage to untap creatures they
cannot be used in that same turn to attack again. [Rulebook]
If a creature is forced to attack (due to a spell like Siren's Call or an
effect like the Nettling Imp) the player must declare an attack that turn
and send out the affected creature(s) if it is legal to do so. [FAQ]
There is no time between turns in which to take actions. An action must
take place before the end of one player's turn or wait until the upkeep
of the next turn. [bethmo]


Attack Sequence:
----------------
1. Declare intention to attack.
a. Opponent gets the chance to use any fast effects or instants in
response to this claim. [PPG Page 72]
They are not limited to a single instant's worth of effects.
b. Any mana in mana pool causes "mana burn". [Page 17]

2. Declare attackers by tapping them
There are some creatures which do not tap when attacking.
No spells or fast effects may be used during this step.
Creatures cannot attack (or be tapped for a special ability) until that
card or token begins a turn in play on your side. This includes all
possible ways of getting creatures: Summon, Animate, Resurrect,
Living Lands, Control Magic, etc. [Page 26]
You always attack your opponent and _not_ your opponent's creatures.
[Page 27]
If a card or token starts your turn in play on your side, leaves your
side and then returns in the same turn, you may use it. [bethmo]
Cards which are animated during a turn _may_ use their non-creature
abilities even on the turn they become creatures, and may even attack
if they began the turn in play on your side (creature or not)!
[WotC Rules Team]
Banding of attackers must be declared at this time and cannot be
changed later. [PPG Page 86]
You can declare the start of your attack and then attack with no
creatures. This is sort of a "null attack" which can be used to
force the emptying of a mana pool or force your opponent to consider
casting spells. Note that if you declare such a "null attack" it is
considered your one attack for that turn. You are not mandated to
declare any attack during a turn, but you _may_ declare this kind of
zero creature attack. [PPG Page 73]

3. Fast effects can be used by either player.
You are not limited to a single instant's worth of effects.

4. Declare defenders
No spells or fast effects are allowed during this step.
Defending creatures do NOT tap. This is one of the oldest myths of the
game. There is nothing in the rules that suggests that they are
tapped, but a lot of people were taught that way.
If any member of a banded group can be blocked, the group is blockable.
[Page 32]
Defenders do not band or group. They can just decide to choose the
same creature to block. Defensive banding only helps during damage
allocation. [Page 33] In fact, there is no choice about using
banding among a group of blockers blocking the same creature. If
a group of blockers has at least one banding creature at damage
dealing time, the defender gets to distribute the damage. [bethmo]
An attacking creature with an evasion ability (flying, xxxwalk, etc)
may not "turn off" the ability and choose to be blockable.
[PPG Page 79]
Once blockers are declared against a creature, it is blocked. It
remains blocked even if the blocking creature is killed or the block
is made "illegal" by some action. [Page 28] This means that if you
cast Jump on your creature, that you do not get around the blocker
or even avoid damage.
The False Orders card is the only exception to this since it
retroactively changes the choice for one blocker. [Snark]

5. Fast effects can be used by either player.
You are not limited to a single instant's worth of effects.

6. Damage Dealing
a. Assign all First Strike creature damage simultaneously.
Damage prevention is used after damage is assigned.
(See Dealing with Damage)
Dead creatures are removed to the graveyard.
Any effects triggered by the deaths (Vampires gaining counters,
Creature Bond damage, the use of Soul Net, and so on) take place.
b. Assign all normal creature damage simulatneouly.
Desert damage happens at this time. [bethmo]
Basilisk and Cockatrice effects happen here as well, but wait until
after affected creatures deal their damage. [Aahz]
Damage prevention is used after damage is assigned.
(See Dealing with Damage)
Dead creatures are removed to the graveyard.
Any effects triggered by the deaths (Vampires gaining counters,
Creature Bond damage, the use of Soul Net, and so on) take place.

Any mana in mana pool at end of Damage Dealing cause "mana burn".
[Page 17]

Each member of a Band of attackers is a separate source of damage. Banding
just allows a group to be blocked or let through as a whole, and for the
ability to distribute damage. It does not mean that the creatures act
as one. [bethmo]
If an attacker or defender dies (even if regenerated) before the damage
dealing, said creature is removed from the combat. Note that if the
creature did block an attacker, the attacker is still blocked. [Page 28]
If an defender becomes tapped (due to using a special ability or some other
effect) before damage dealing, the creature is still in the combat and
receives damage but does not deal any damage. [Page 28]
If an attacker gets untapped, it does not change its status in the combat
at all. All it does is allow the attacker to use its special ability or
to remain untapped for blocking in the next player's turn. [bethmo]
Creatures with the ability to get "pumped up" by spending mana may choose
to get more powerful at any time that fast effects may be used. This can
be done any number of times.


Dealing with Damage:
--------------------
Enchantments on a creature which enhance the power of a creature do not
change the color of the damage that creature does. For example, a
Fire Breathing Pegasus does White damage. [Page 35]
Enchantments which do damage directly (i.e. Creature Bond, Pestilence, etc.)
do damage of the color of the enchantment. [Page 35]
Creatures can have negative power ratings due to a variety of reasons.
Such a creature does zero damage when attacking or defending.
Damage is compared to a creature's toughness. You total up all damage
done to a creature, and once it has more damage than it has toughness, it
dies. This means that if a 3/3 Hill Giant with Holy Strength (+1/+2)
takes 3 damage then the Holy Strength gets Disenchanted, the Hill Giant
will die of its wounds. [bethmo]
Damage is not subtracted from toughness. A 5 toughness creature with 4
damage still has a toughness of 5 and will be worth 5 to a Diamond Valley.
[bethmo]
Items and effects which cause damage to move from one target to another
are called Damage Redirection effects. These effects include Trample
damage, Personal Incarnation, Veteran Bodyguard, Jade Monolith, etc.
Redirected damage maintains its color, source and nature. Nature includes
any special effects that occur due to damaging. For example, the
Hypnotic Spectre will cause a player to discard if any of its damage is
redirected to the player. [bethmo]
The ability of Disintegrate to cause a creature to be removed from the
game is not in the nature of the damage but on the target of the spell.
[WotC Rules Team 2/7/94]
If a creature is ever removed from play, all damage to it is immediately
removed. This includes creatures targetted by an Oubliette.
[WotC Rules Team 2/7/94]

Damage resolution occurs at the following times:
- after resolving an effect which destroys or buries anything
- after resolving a group of effects in which anything was damaged
- after resolving a damage dealing step in which anything was damaged
- whenever something is sacrificed
A damage resolution step occurs even if there is no hope of preventing the
effect in question. Often it is meaningless and can be ignored, but it
is always there (much like upkeep phase).
Damage prevention spells and effects cannot be used before the damage
resolution. They can only be used during such resolution.
Note that multiple damage resolutions may happen during a single instant.
For example, player A taps a land with Psychic Venom to get a point of
red mana (resolve venom damage) then taps other lands for more mana.
Player A then casts Fireball split to target 3 creatures... one of which
is a regenerating Fungusaur on player A's side. Player B is tired of
the Fungusaur and casts Terror on it. Both players say they are done
with fast effects. Terror resolves first and the Fungusaur is buried
(damage resolution step here). Then the Fireball is resolved and damage
gets delivered to 2 creatures. The third part of the Fireball fizzles.
Lastly, resolve damage from spells during the instant.
If multiple creatures are damaged or destroyed at the same time, go through
the damage resolution steps all at once, not one at a time.

Here are the steps to damage resolution:
1. Damage Prevention & Redirection
Only interrupts, or spells and effects which prevent or redirect
damage can be used at this time.
Do whatever you want to prevent damage to that target. This
includes Protection from XXXX (as given by Wards or by the card
itself), Circles of Protection and damage prevention spells or
effects. This prevention is targeted against the damage.
When preventing damage, damage can be removed in any order. This
means you can remove Trample damage first and leave non-Trample
damage, or remove damage of one color before damage of another
color. [bethmo]
Unprevented damage is applied with non-Trample first and then
Trample damage, so that there is the greatest chance of Trample
working. [Page 32]
Apply any forms of damage redirection that are in use. Trample
damage in excess of a creature's toughness moves on to the
defender. Jade Monolith shunts the remaining damage to the
defender. Defender can shunt damage using Personal Incarnation.
Damage to the player from an unblocked creature is transfered to
the Veteran Bodyguard. Etc.
2. Send Creatures to Graveyard
Regeneration or destruction preventing spells and effects can be
used in this step.
Review the unprevented damage. If the creature still has enough
damage to be killed and it has the ability to regenerate, it may
use that ability at this time. (See Regeneration)
Note that if a creature is "buried", "cannot regenerate" or
"removed from game", it may not regenerate. [Page 34]
3. Death Events Generated
Any effect due to the creature going to the graveyard happens at
this time. This includes Vampires gathering tokens, use of a
Soul Net, Creature Bond, etc.
This is the step in which the Limited edition Fungusaur gains a
counter for being damaged if it did not die. (See Fungusaur)

Note that only spells and effects specified may be used during damage
resolution. The use of "Gain 1 life if xxx" effects and interrupts are
always allowed.
Check for player death at the end of each phase, the beginning and end
of the attack [Page 14] This allows for Stream of Life and other
Sorceries to save the player.


Loss of Life
------------
Loss of life is not the same as damage and therefore cannot be prevented
with a Circle of Protection nor reversed with Reverse Damage. Damage can
be done to any target. Damage done to a player can result in a
"loss of life" if not prevented. [bethmo]
Only players have "life" points.
Loss of Life in general does not have color associated with it. [FAQ]


Mana Burn
---------
Mana burn is the damage caused by having extra mana in your pool at
the end of each phase during your turn or the beginning or end of an
attack. You take 1 colorless damage for each mana left in your pool.
[Page 17]
Mana burn is a single action which uses all the mana in your pool. You
cannot use some of the mana to prevent the rest from harming you.
You can use other mana sources to cast spells to prevent the loss of
life, though. [WotC Rules Team]


Banding Questions:
------------------
Banding consists of two separate abilities, which can be referred to as
"mutual assistance" and "damage sharing". [PPG Page 86]
- Mutual assistance only applies when declaing attackers. At this time
you may group any set of creatures so long as all of them,
or all-but-one of them have Banding. You may not add or subtract
creatures from the group after this. The "assistance" is an agreement
that if any member is blocked, the whole group will stop and gang up
on whatever did the blocking.
- Damage sharing applies only when damage is assigned. This part of the
ability appplies to attackers and defenders and allows the side(s) with
Banding in their group to distribute damage.
Attacker needs all-but-one creature to have banding ability in order to
band. Defender needs only one creature to have banding ability in order
to band. [Page 32]
If the defender has any banding creatures in a group, then they do not have
the option of not banding. Just by being present, a banding creature
gives the defender the ability to decide how damage is divided up.
Grouping for defense or banding in defense or attack, does not change the
actual power, nature, or color of the creatures attacking. When damage
gets distributed, the damage still has color and may even have Trample
nature. [PPG Page 87]
Assigning more damage to a creature than it can survive is allowed.
[Page 33] If the extra damage assigned to a creature is Trample damage,
it does go past and damages the defending player.
Creatures do not "band for defense". Defending creatures may choose to
group up against an attacker (or attacking band) at any time. Banding
is not necessary to group up against an attacker. Only the "damage
sharing" ability applies to defenders. [PPG Page 88]
Damage may be divided up among a banded group any way you want to. You can
give all of it to one creature or any other way you want. [bethmo]
Common misconceptions: [bethmo]
- That a Pegasus banded with Invisible Zombies loses its flying ability.
This is _false_. The banded group can be blocked by either a flying
creature (which can block the pegasus) or a Wall (which can block the
Zombies).
- That a Pegasus banded with Invisible Zombies can only be blocked by
a flying Wall. Again, _false_.
- That I can band a War Mammoth with a Pegasus to block a flying creature.
This is VERY wrong. Only creatures which can block an attacker as an
individual may block the attacker. You do not "band for defense"
(see above)


Trample Questions:
------------------
If a Trample creature is blocked by an unbanded group, the player may
assign all of the damage to one of the blockers and by means of Trample
do damage in excess of the blocker's toughness to the player. [Page 29]
Defenders do not get to use Trample ability. Only attackers. [PPG Page 85]
If a mix of Trample and non-Trample damage are involved, non-Trample damage
is assigned first, and Trample damage is assigned afterwards. [Page 31]
A creature with Trample ability which has its blocker removed is still
blocked but all the damage that creature would do goes through to the
defender after trampling the non-existant blocker. [Page 32]


Going to the Graveyard:
-----------------------
Dies/destroyed/sent-to-graveyard mean the same thing. All count as death
events for spells that detect them. [bethmo]
The term "discarded" was used on cards to mean several different things.
Cards which say "discarded" from play or something to that effect should
be treated as if they say "destroyed". Cards which say
"when X is discarded" should be treated as if they say "when X is
removed from play". [WotC Rules Team 1/29/94]
+ Once sent to the graveyard, a card "forgets" all enchantments and things
that happened to it. [Page 35] This includes any changes to the text
by cards like Magical Hack or Purelace, or tokens it might have
accumulated.
+ If a creature goes to the graveyard and then is brought back into play
in the same turn it is treated as if it is a new creature, and _not_
as if it was in play at the beginning of your turn. Creatures really
do forget _everything_ when they go to the graveyard. [bethmo 05/03/94]
+ "Buried" means destroyed and cannot be regenerated. [PPG Page 90]
+ If a creature is "removed from the game" by some effect, it cannot be
regenerated. Also, all enchantments on it are put in the graveyard.
[PPG Page 91]


Regeneration:
-------------
Regeneration means prevention of sending the card to the graveyard.
When a creature is regenerated, all enchantments and whatnot remain on
the card, and the card becomes tapped. Also, the creature is reset to
having zero damage done to it. [PPG Page 81]
Tapping the creature is not a cost of Regeneration... it is an effect.
The creature instead of going to the graveyard becomes tapped (if it
was not already tapped). [PPG Page 79]
Regeneration abilities and spells must be used at the time the creature
would be sent to the graveyard. [PPG Page 81]
Cannot regenerate a creature which is "buried" or "removed from the game".
[Page 31]


Protection from Color:
----------------------
Protection from a color means that a creature:
1. Damage of <Color> is reduced to zero
2. Cannot be blocked by <Color> creatures
3. Cannot be targetted by <Color> effects or spells, but it may be
effected by spells or effects of that color which do not
target it specifically.
4. Any enchantments of <Color> are removed
Protection from Color does not protect creatures from general enchantments
or spells. So a creature with Red Ward still uses Orcish Oriflamme.
[Page 20]
Protection from Color does not stop damage prevention spells from working.
Damage prevention spells target the damage and not the creature.
[PPG Page 89]
Protection from Color does not protect creatures from being sacrificed
(even from spells or effects of the appropriate color). Sacrificing
is not considered a targeted effect.
Ward spells grant Protection from Color abilities to the creature. They
do not prevent the Ward or other enchantments on the creature from
being affected. [bethmo]
When deciding if a spell or effect targets a creature with Protection from
Color ability of if it is a general effect, just ask if the player using
the effect at any time chooses cards which are affected. If no choice
is made, then it is a general effect, if at least once a card or target
must be specified, then it is a targetted effect. [bethmo]
Choosing defenders is not a choice that makes something a targeted effect.
Hence abilities which affect cretures "blocking" or "blocked by" a
creature are not targeted and are not stopped by Protection. For
example, a Green Ward will not save a creature from being destroyed by
the Thicket Basilisk. [WotC Rules Team 2/7/94]
A Protection from Color ability does not work for a creature while it is
in the graveyard. Hence a White Knight can have Animate Dead cast on it
and a Black Knight can be Resurrected. [bethmo] Note that the White
Knight would immediately dispell the Animate Dead and go back to the
graveyard, but the example still holds.
"Destroys self" is considered a sacrifice and cannot be prevented by a
Ward or other protection. [WotC Rules Team 1/29/94]


Special Creatures:
------------------
Walls are in all senses creatures. They are affected by any spell or
effect which affects creatures (including Paralyze, Terror, Creature
Bond, and so on). [Page 26]
Walls cannot attack even if power is greater than zero. If Animate Wall is
used on them, they may attack even if power is zero. [Page 26]
Artifact Creatures cannot attack the turn in which they are put into play
or do any action which would cause them to be tapped. They have all the
limitations that regular creatures do. [Page 22]
The effects and abilities of artifact creatures can be used even when the
creature is tapped (as long as tapping is not part of the use cost).
[WotC Rules Team]
The artifact quality of a card has nothing to do with its color. If you
Chaoslace an artifact, it is now a red artifact. [bethmo]
Creatures represented by tokens are not "cards" in the game sense. This
means that they cannot be targetted by spells which specify a card
(like City in a Bottle, Red Elemental Blast, and Desert Twister).
[PPG Page 55]
Token creatures are also removed from the game entirely if they are ever
Unsummoned, destroyed, or otherwise removed from play. [PPG Page 55]
Token creature are considered to have a zero casting cost. [bethmo]


Face Down Cards
---------------
Face down creatures (hidden by Camouflage or Illusionary Mask) still have
any tokens they have on top of the creature. Some creatures are just not
very disguisable. [bethmo]
Face down creatures have their enchantments turned over as well, but the
number of enchantments is still visible. [bethmo]
Continuous effects of face down creatures still take effect. If you have
a face down Goblin King, you should tell your opponent that his Goblins
are 2/2 creatures now. Again, these creatures are hard to disguise.
+ All you really know about a face down card is what kind of spell it is.
Usually, it is a creature. This means that you may target any spell
which targets creatures at the card. If the target turns out not to
be valid (for example, you try to Terror a black creature) the spell
will fizzle. [PPG Page 57] This rule applies even if you have more
knowledge, such as knowing that your opponent is playing an all black
deck!
A Clone or Doppleganger can be made of a face down creature. You opponent
does not need to tell you anything about your creature's power/toughness
or abilities. The opponent must, however, inform you of the results of
actions you take (i.e. how much damage was done, or whether tapping the
creature allows you some special ability). [bethmo]


Copy Cards
----------
Cards which copy other cards include Clone, Doppelganger and Copy Artifact.
All such spells target the thing they are copying and cannot be brought
into play without a legal target. [WotC Rules Team]
+ If the target becomes invalid after the spell is declared but before it
is resolved the spell fizzles. [bethmo 6/4/94] The most likely way
this can happen is to have the creature Sacrificed, Unsummoned, or
otherwise removed from play.
Clone and Doppelganger can only copy permanents created by a "Summon" or
"Artifact Creature" spell, or tokens that inherently count as creatures.
They may not copy permanents which are only creatures due to some sort of
animation such as Animate Dead. [WotC Rules Team]
Copy Artifact can only copy permanents created by "Artifact" or
"Artifact Creature" spells, or tokens that inherently count as artifacts.
They may not copy permanent which are only artifacts due to some other
effect. [WotC Rules Team]
They copy on the base creature/artifact and not any enchantments or
counters on it, regardless of whether the counters are due to natural
abilities of the creature/artifact or of other spells. [WotC Rules Team]
This means that a copy of a Rock Hydra with 6 heads will be a zero
headed Hydra (and will most likely die immediately). This ruling affects
Tetravus, Triskelion, Scavenging Ghoul and other creatures with
tokens on them.
They come into play in the same tapped/untapped state as the target.
[WotC Rules Team]
They do not copy the "expansion symbol" on a card. [WotC Rules Team]
They remain cards even when copying a token. [WotC Rules Team]
Treat the permanent effects of interrupts and Asnod's Transmogrant as
counters for this entire set of rulings. [WotC Rules Team] This means
that effects of xxxxlace spells, Magical Hack, Sleight of Mind, and
such do _not_ also go with the copy. It also means that if the
Doppelganger is xxxxlaced or Tranmografied, that the effect remains even
after it switches creatures. Note also that this is a REVERSAL of
a statement on page 67 of the Pocket Player's Guide.


Paying Artifact and Enchantment Costs:
--------------------------------------
Enchantments with activation costs, such as Pestilence, may be powered
for any amount as a single activation, or used in single changes, at
the controllers discretion. [WotC Rules Team]
Artifacts which do not have tapping as part of their activation cost (and
which are not triggered off an event) may be powered for multiple times
at once. This counts as a single activation of the artifact. If it does
damage, like the Rocket Launcher, the damage arrives in one chunk.
[WotC Rules Team]
Artifacts or enchantments that require a cost be paid to use the card must
have the cost paid directly. The cost cannot be used by more than one
card. For example, skipping one turn will not untap 2 Time Vaults.
A sacrifice is a cost that cannot be prevented using regeneration, or
any other means. [Page 21].
The Limited and Unlimited edition used the term "Mono Artifact" to mean
that the artifact had "Tap" as part of the activation cost. The terms
"Poly Artifact" and "Continuous Artifact" applied to artifacts which
did not require tapping when used.
Artifacts that do something based on an event (like "+1 life when black
spell is cast(1)") can only be used once per event, but multiple
artifacts or enchantments can catch the same event. This is spelled
out on the Revised edition cards. [PPG Page 62]
+ Paying an artifact or enchantment use cost is not considered to be "casting
a spell" and so it cannot be countered by something which counters a
spell (such as Counterspell, Deathgrip, etc.) [bethmo]
+ The "+1 life when xxx" effects are usable up until the next non-fast effect
is declared, or the next phase ending occurs. This means that it is
possible to use the Urza's Chalice just after you cast it (but before
casting other non-fast effects) to get a life. [bethmo 5/23/94]


Control Questions:
------------------
The owner of a card is the one who brought it to the table. The controller
is usually the one who cast the spell (but cards can change controller).
The caster is the one who cast the spell. [Page 18]
The caster of an enchantment is forever considered its controller. There
are currently no cards which change the ownership of an enchantment.
Only the controller can pay costs associated with an enchantment (unless
otherwise specified on the card). [page 23] This means that if a spell
like Regeneration is placed on an opponent's creature (or is later found
to be on an opponent's creature because he/she used Control Magic to
steal the creature from your control), that you--not your opponent--can
power the Regeneration ability.
Controlled creatures count as yours for all cards that say "your" in the
effects (including Sacrifice and Diamond Valley). [Snark]


Timing Questions:
-----------------
Fast Effects can be used during any player's turn. [Page 25]
+ Unless otherwise stated, tapping a creature or other card in play to use its
special ability is a instant-speed fast-effect. [Page 25]
Only tapping land for mana works at interrupt speed. Tapping a land for
any other effect is an instant (unless the card says otherwise). [bethmo]
Your opponent is allowed to cast spells during your turn. If both of
you want to cast spells at the same time, the player who's turn it is
goes first. [Page 36] Note that this only applies when you both want
to use fast effects. If you want to use a non-fast effect and your
opponent wants to use a fast effect, you must allow them to use those
fast effects (in any number of batches) before you can use your
non-fast effect or spell. [bethmo]
Your opponent is allowed to respond to any action with fast effects.
Such actions include: Casting of _any_ spell regardless of type,
End of Upkeep, End of Turn, and Start of Attack phase. In addition,
they can be used in response to any damage done to any target, or at
specified points in the attack sequence.
If multiple fast effects or spells are announced, they are resolved in
last-to-first order. Damage is not applied until after all effects have
been resolved. [Page 37] It is possible for a spell to be legally
declared and then be made illegal by a spell which is declared later.
When a spell is made illegal, it fizzles out.
Interrupts can target only the spell which they are interrupting, or a
permanent in play. You may not interrupt one spell to target a different
spell. [bethmo]
Interrupts are resolved immediately unless they are in turn interrupted.
If the second interrupt targets the first interrupt, it will always
take precedence. If two interrupts target the same spell, the one
cast the the player who's turn it is goes first. [Page 36] Note that
if the player who's turn it is wants to go after the other interrupt,
that player can wait for the first interrupt to be resolved completely
before declaring the second interrupt.
There are currently no spells which will counter a fast effect. Interrupts
may be used to counter spells, but once a fast effect is declared, it
may not be stopped even by an interrupt. This may change if a new spell
is introduced which is specifically given this ability. [bethmo]


Countering Spells:
------------------
A countered spell is placed in the owner's graveyard and all mana (or other
costs such as sacrifices) used for the casting are wasted. [PPG Page 99]
Once a spell (or fast effect) is declared, the mana is spent even if the
spell fizzles, is counterspelled, or made illegal by some other action.
[PPG Page 99]
If a spell is countered, it is not considered to have been "cast". This
means that you cannot use effects which say "Gain one life if xxx is cast"
or any similar effect. [Aahz]
Note that it is polite to not counterspell until the person declares how
much mana is actually in that X damage spell, or otherwise finishes what
they're doing. Do not interrupt a player... interrupts are played AFTER
an action but take place before it.


Spell Casting Questions:
------------------------
Casting a spell means playing a non-Land card from your hand. [Page 17]
Using abilities of creatures, artifacts or enchantments are not spells.
The Nether Shadow's ability to return to play is neither a spell nor
a summoning. [bethmo 5/14/94]
Spells which target "all" of something can be played even if there is none
of the somthings available. For example, you can use Flashfires even if
no Plains are in play. This is because the spell does not require a
target to act upon. It just does something. [Page 20]
You may not cast a targetted spell unless it is aimed at a legal target.
Spells like Hurricane and Wrath of God are not targetted, but
Lightning Bolt and Terror are. [Page 20]
+ Spells which are targeted must have a valid target when declared and when
resolved. If the target is no longer valid when resolved, then the
spell (or effect) fizzles. [PPG Page 99] For example:
- If the target is destroyed and removed prior to the effect
- If a creature ends up untapped after the Royal Assassin targets it
(from Instill Energy or Twiddle).
- If a creature leaves combat after a Desert targets it.
There are many other occurances. Watch for them.
Spells with an X cost can legally be cast with zero as the X. [Page 19]
Spells with an X cost are declared when they are cast as to how much mana
is in them. This amount cannot be increased or decreased after it is
declared. [Page 19]
If a card reads "a xxxxx" or "any xxxx" it means "any one xxxx in play, no
matter who it belongs to." [bethmo]
Interrupts can be used to modify of a spell or card as the card is being
put into play. This modification cannot make an illegal choice of target
into a legal one but it can make a legal target illegal and fizzle the
spell. This means that you cannot cast an Elemental Blast at a card of
the wrong color with the intention of using Sleight of Mind on it the
next moment. [bethmo]
No spell or effect (other than the Ring of Ma'ruf) can target a card
which is outside of the game. Very few spells can select a card which is
in the Graveyard, the Library (where you draw cards from), the Ante, or
from someone's hand. These cards are specificly worded to do that.
A card cannot be acted upon until it is successfully cast. For example,
if City in a Bottle is being cast, you cannot disenchant it until the
Instant after it enters play. This means it will have its full effect
before you can do anything. [Page 21]
You may announce a spell then tap mana, or tap mana and then announce a
spell. Both ways are legal. [bethmo]
Once a person starts to cast a spell by tapping mana or by putting a card
out of their hand onto the table, the casting cannot be interrupted
until all decisions and costs related to that spell are complete. This
includes the expendature of the mana, choice of any targets, etc.
[PPG Page 97]
Nothing can increase the cost to cast an already-cast spell. For
example, you cannot Sleight of Mind a Gloom enchantment to make green
spells cost 3 more after a green spell is cast and expect 3 extra mana
to have to be spent. [bethmo]
An enchantment is either cast on a target, or it is played in your
territory. No enchantment is played on another player. [Page 23]
If a spell has multiple targets and one of the targets is removed from
play, only that one portion of the spell fizzles out. The rest of the
targets are affected normally. Also, if a Fireball is used on 3 targets
and one is Unsummoned, the damage is still spread between the 3 targets
with one target's damage fizzling out. [PPG Page 100]
Spells that target "attacking" or "defending" creatures may only be used
during an attack. [bethmo] If they are untargeted spells, they may be
used at any time. [Aahz]
+ The "casting cost" of a spell is number of mana points, regardless of color
which are specified in the upper right hand corner of the card.
[Page 19] If there is an 'X' in the cost, consider the amount paid in
'X' to be part of the cost during casting, but to be zero after the
card is successfully cast. [PPG Page 56]
The "casting cost" does not include any extra mana that was spent to
overcome obstacles like Gloom or Power Sink. [bethmo]
Token creatures and animated lands have casting costs of zero. [bethmo]
Creatures with Animate Dead have a casting cost equal to their original
cost, not that of Animate Dead. [bethmo]
+ Spells which fizzle out (due to target disappearing or whatever) are still
considered "successfully cast" even though they have no effect.
[bethmo 5/30/94]
+ The color of a spell is the color of mana specified in the casting cost.
The background color of the card is used only as an aid. [PPG Page 93]
The error with the Serendib Efreet in the Revised Edition has a green
background color, but the card is blue because the casting cost includes
blue mana.
+ If a spell has more than one color of mana in its casting cost, it is
considered to be of all the specified colors. [bethmo 6/4/94] This is
much like a multiland being two kinds of basic land.


Multiplayer Questions:
----------------------
In multiplayer games, cards which read "both players" affect all players.
[Snark]
If a card reads "each upkeep" or "each turn", it means each of _your_
upkeeps or each of _your_ turns. If the card affects multiple players,
it affects each player during his (or her) upkeep or turn.
In most multiplayer rule sets, if a player is killed, all of that player's
cards are immediately removed from the game.


Other Stuff:
------------
If a card says that you must pay mana or bad things happen, the mana
expenditure is not mandatory... unless the card specifies exactly what
sources of mana should be used. For example, Power Sink specifies lands
and mana pool, so you *must* spend the mana. Demonic Hordes, Force of
Nature, Stasis, etc. do not specify and so are optional. [Aahz]
If an enchantment becomes invalid after it enters play, it is immediately
removed. [Page 23]
A player can concede at any time and loses any ante they have put up.
[bethmo]
You lose if you try to draw a card from your library and can't because the
library has no more cards. You do not lose upon drawing your last card.
[Page 14]
When a card comes from the graveyard back into play (for example by
Animate Dead or Resurrection), any features which are normally set at
summoning time are set as if it was just summoned. If the creature has
an X in the casting cost, X is zero. So, Clockwork Beast comes out
fully wound, Clone must choose a creature to copy as it is brought out,
and the Rock Hydra has zero heads. [WotC Rules Team 2/7/94]
If you lose control of a creature and then manage to regain control of it
during the same turn, you may use it since you began the turn with it
in play on your side. [bethmo]
+ Rounding down means to drop the fractional part. Rounding up means to add
one and then drop the fractional part. [bethmo 5/30/94]
As obvious as it might sound, cards sent to the graveyard go to the top
of the graveyard. Also, you cannot reorder the graveyard during play
unless a card tells you to do so. [bethmo]
+ If multiple cards go to the graveyard at the same time, you may choose what
order they get stacked in. [bethmo 5/3/94]
In tournament games that limit the number of a particular card you may
have in a deck restrict cards by _title_, so you cannot have four of
each design of a card like Urza's tower. [bethmo]


Switching from Limited/Unlimited Edition to Revised Edition Rules
-----------------------------------------------------------------
It is highly recommended that you get and read the new rulebook or
Pocket Player's Guide. This section does not cover everything.
If you have played by the rules in previous summaries, you will be
less affected than players without previous access to the summaries
because the net rulings have been moving slowly toward the Revised
rules for some time. The Revised rules took a lot of rulings out
of the net and into the rulebook.
Mana burn is no longer "loss of life". It is now colorless damage.
The term "buried" has been added to the game and means "is killed and
may not regenerate".
Player death is checked for only at the end of each phase and begining
and end of each attack instead of at any time. This allows for
sorceries like Stream of Life to be used to save a player.
There are now rules for damage resolution. See "Dealing with Damage"
to find out more.
Protection from Color has changed a lot. It now explicitly removes
previous enchantments of that color, and spells out some other details
more clearly. (See Protection from Color)
Timing rules have changed a lot. In the Limited/Unlimited editions,
all fast effects were resolved simultaneously unless a "paradox"
occurred. In the Revised rules, effects are now resolved in
last-to-first order. (See Timing Questions)
If an enchantment becomes invalid after it enters play, it is now
removed immediately. It used to hang around just in case it became
useful again.
Sacrificing is very different. You can sacrifice any kind of card (not
just creatures). A sacrifice is now considered a cost of the spell or
effect and the creature is buried when you declare the spell, not as
part of the effect of the spell. Sacrifices may not be prevented
by any means, including regeneration. Finally, sacrifices are not
targeted, and so Protection from Color does not protect a creature from
such effects.
Several cards changed their wordings. See the rulings on specific cards
for more info.

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