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Magic: The Gathering Rules FAQ, v4.03 (part 1)

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Message-ID: <games/magic-t-g/rules/part1_1236493191@rtfm.mit.edu>
X-Last-Updated: 2008/08/29
From: mtgfaq@daeghnao.com (Zoe Stephenson)
Newsgroups: rec.games.trading-cards.magic.rules
Subject: Magic: The Gathering Rules FAQ, v4.03 (part 1)
Keywords: magic the gathering rules faq
Last-modified: 29th August 2008
Version: 4.03
Summary: FAQs about rules of the game "Magic: The Gathering(R)".
URL: http://www.daeghnao.com/magic/faq/
Date: 08 Mar 2009 06:20:43 GMT

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: 29th August 2008

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

  Copyright (c) 2008 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 4.03: Minor correction to "mountain" card list [tx John Gordon],
                new URLs, update for the rest of the Lorwyn year
  version 4.02: Update for Lorwyn miniblock, new shroud/protection, new URLs
  version 4.01: Update for Time Spiral and Tenth Edition rulebook
  version 4.00: A complete rewrite to more accurately reflect the current newsgroup readership.


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 on Usenet, 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. Usually 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). 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. For each other permanent or player that spell could target, put a copy of the spell onto the stack. 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 is one permanent in play 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 play an Aura from your hand as a spell, you target the permanent or player that 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 and appears in the reminder text for "enchant": Holy Strength {W} Enchantment - Aura / Enchant creature (Target a creature as you play this. This card comes into play attached to that creature.) / Enchanted creature gets +1/+2. The last thing the Holy Strength does when it resolves is to put itself into play 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 (Target a creature as you play this. This card comes into play attached to that creature.) / {R}: Enchanted creature gets +1/+0 until end of turn. When you play Firebreathing as a spell, it targets the creature it's going to enchant. When you play the activated 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 use choosing rather than targeting: Clone {3}{U} Creature - Shapeshifter 0/0 / As Clone comes into play, you may choose a creature in play. If you do, Clone comes into play as a copy of that creature. Clone can copy a creature that can't be the target of spells or abilities. At the point where you choose a creature in play, 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 be declared as blockers for 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 abilities from white sources, but it can't be named as the target of a white spell or of an ability from a white source. So, the Wrath of God from the first question will destroy a Hand of Cruelty. However, something like Condemn can't target the Hand of Cruelty: Condemn {W} Instant / Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness. 1.1.04: How do I stop someone being able to pay for an ability? ------ Generally, you can't. The timing rules prevent one player from interfering when another player is announcing a spell or ability, and this is when the costs are paid. You won't get a chance to respond until after the costs are paid. Read the text of the spell or ability carefully to identify the cost and the effect. On a spell, the cost is the mana symbols in the top right, plus any additional costs listed in the spell text: Fling {1}{R} Instant / As an additional cost to play Fling, sacrifice a creature. / Fling deals damage equal to the sacrificed creature's power to target creature or player. The cost to play Fling is to pay one point of mana of any color, one point of red mana, and sacrifice a creature. The effect is the Fling dealing the damage. For an activated ability, the cost is on the left of the colon (:) and the effect is on the right: Blood Rites {3}{R}{R} Enchantment / {1}{R}, Sacrifice a creature: Blood Rites deals 2 damage to target creature or player. The ability of Blood Rites has a cost of one point of mana of any color, one point of red mana, and sacrifice a creature. The effect is the Blood Rites dealing the damage. In both of these examples, the sacrifice happens when the spell or ability is played, and during this time no other spell or ability can be announced. So, it's not possible to step in and interfere with the payment. Even if the opponent has priority and tries to interfere with a possible Fling by playing a spell to destroy the creature that's intended for the sacrifice, the Fling can be played in response to that spell. 1.1.05: How does stuff like 'non-black' work? ------ This can be confusing at first, as color attributes can have multiple values. The key here is to consider the colors independently. So, asking whether a creature is non-black is the same as asking whether the creature is black, and then inverting the answer. This is totally independent of whether the creature is white, blue, red or green. Here are some example comparisons that demonstrate this reasoning: - Terror vs. Scathe Zombies Terror {1}{B} Instant / Destroy target nonartifact, nonblack creature. It can't be regenerated. Scathe Zombies {2}{B} Creature - Zombie 2/2 This is simple: the Scathe Zombies are black, so not a legal target for the Terror. - Terror vs. Moroii Moroii {2}{U}{B} Creature - Vampire 4/4 / Flying / At the beginning of your upkeep, you lose 1 life. The Moroii is black, as it has a {B} in its mana cost. This means that it can't be nonblack, so Terror can't target it. Remember that the check for being black, or being nonblack, doesn't look at the {U} in the Moroii's cost, just the {B}. - Terror vs. Shrieking Grotesque Shrieking Grotesque {2}{W} Creature - Gargoyle 2/1 / Flying / When Shrieking Grotesque comes into play, if {B} was spent to play Shrieking Grotesque, target player discards a card. Even though Shrieking Grotesque was likely played by spending at least one point of black mana, it doesn't have {B} in its cost, and therefore is not black. Terror can target the Shrieking Grotesque just fine. 1.1.06: What counts as a Mountain? ------ There are 11 cards that count as a Mountain. They all have the land type Mountain on their type lines in Oracle. Here's the full list: Badlands Land - Mountain Swamp Plateau Land - Plains Mountain Taiga Land - Mountain Forest Volcanic Island Land - Island Mountain Steam Vent Land - Island Mountain / As Steam Vent comes into play, you may pay 2 life. If you don't, Steam Vent comes into play tapped instead. Blood Crypt Land - Swamp Mountain / As Blood Crypt comes into play, you may pay 2 life. If you don't, Blood Crypt comes into play tapped instead. Stomping Ground Land - Mountain Forest / As Stomping Ground comes into play, you may pay 2 life. If you don't, Stomping Ground comes into play tapped instead. Sacred Foundry Land - Mountain Plains / As Sacred Foundry comes into play, you may pay 2 life. If you don't, Sacred Foundry comes into play tapped instead. Mountain Basic Land - Mountain Snow-Covered Mountain Basic Snow Land - Mountain Madblind Mountain Land - Mountain / Madblind Mountain comes into play tapped. / {R}, {T}: Shuffle your library. Play this ability only if you control two or more red permanents. Nothing else counts as a Mountain, even if it happens to produce red mana. One must be careful to distinguish between effects that specify a basic land and effects that specify a Mountain. The only basic lands are named Forest, Island, Mountain, Plains, Swamp and their snow-covered variants. Compare: Rampant Growth {1}{G} Sorcery / Search your library for a basic land card and put that card into play tapped. Then shuffle your library. This can get a card called Mountain or Snow-Covered Mountain, or any of the other 8 basic land cards, but it can't fetch a Volcanic Island or a Steam Vent. Those lands are not basic, even though they have basic land types on them. Chartooth Cougar {5}{R} Creature - Cat Beast 4/4 / {R}: Chartooth Cougar gets +1/+0 until end of turn. / Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, and put it into your hand. Then shuffle your library.) The Mountaincycling ability can get any of the Mountains listed together above, but it can't get an Island, a Forest, a Plains or a Swamp. Those cards aren't Mountains. The Mountaincycling ability doesn't specify that the Mountain needs to also be basic, so it's not restricted to only basic Mountains. 1.1.07: How do I know what a card refers to when it uses a card name? ------ There are two ways in which a card uses a card name. The simplest way is to refer to any card with that name, e.g. on Nesting Wurm: Nesting Wurm {4}{G}{G} Creature - Wurm 4/3 / Trample / When Nesting Wurm comes into play, you may search your library for up to three cards named Nesting Wurm, reveal them, and put them into your hand. If you do, shuffle your library. This usage is always written "a card named..." or "cards named..." The second way is slightly more complicated. A card refers to itself in abilities by using its own name. This use of the card name only _ever_ refers to the card itself. For example: Carrion Ants {2}{B}{B} Creature - Ant 0/1 / {1}: Carrion Ants gets +1/+1 until end of turn. This ability only affects the Carrion Ants that it's on, not any other Carrion Ants in play. Sorceress Queen {1}{B}{B} Creature - Sorceress 1/1 / {T}: Target creature other than Sorceress Queen becomes 0/2 until end of turn. This creature's ability can target any creature other than itself, even if the other creature is named Sorceress Queen. If the ability text is granted by another permanent, that permanent can refer back to itself (and only itself) by using its own name: Saproling Burst {4}{G} Enchantment / Fading 7 (This enchantment comes into play with seven fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) / Remove a fade counter from Saproling Burst: Put a green Saproling creature token into play. It has "This creature's power and toughness are each equal to the number of fade counters on Saproling Burst." / When Saproling Burst leaves play, destroy all tokens put into play with Saproling Burst. They can't be regenerated. The tokens made by a Saproling Burst aren't affected by a second Saproling Burst, for example. If a permanent gains ability text from elsewhere that contains a reference to the host permanent, the reference is updated to the new permanent: Quicksilver Elemental {3}{U}{U} Creature - Elemental 3/4 / {U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn. (If any of the abilities use that creature's name, use this creature's name instead.) / You may spend blue mana as though it were mana of any color to pay the activation costs of Quicksilver Elemental's abilities. Imagine Quicksilver Elemental gains the activated abilities of Shivan Dragon: Shivan Dragon {4}{R}{R} Creature - Dragon 5/5 Flying {R}: Shivan Dragon gets +1/+0 until end of turn. Then the gained ability costs {R} to activate but {U} can be spent as {R} to pay for it. Note also that the Quicksilver Elemental can only gain activated abilities, so it won't get the Shivan Dragon's flying. 1.1.08: What is "damage on the stack"? ------ There are only three things that ever go on the stack. One is spells. The second is activated or triggered abilities. The last is combat damage assignments. The last two have no physical representation, but they go on the stack like spells. When the game reaches the combat damage step, a combat damage event is created on the stack. It contains all of the combat damage assignments: how much damage each attacker deals to creatures blocking it and/or defending player, and how much damage each blocker deals to whatever it blocks. None of the damage is actually dealt at this point. When the combat damage event resolves off of the stack, the creatures deal the damage that was specified when the assignment was made, even if those creatures have changed power or even left play in the meantime. For creatures that leave play while the damage event is on the stack, the damage is considered to come from a source with the characteristics that the creature had when it was last in play. Players use the phrase "damage on the stack" to indicate the period of time between making the combat damage assignment and having it resolve. A player will often make use of sacrifice effects during this time, to get the benefit of the sacrifice as well as the combat damage from the creature. Here's a fairly common scenario: Grizzly Bears {1}{G} Creature - Bear 2/2 Mogg Fanatic {R} Creature - Goblin 1/1 / Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player. Player A attacks with Grizzly Bears. Player B declares Mogg Fanatic to block the Grizzly Bears. Once the combat damage is placed into the combat damage event on the stack, Player B plays the activated ability of Mogg Fanatic targeting the Grizzly Bears. When that ability resolves, 1 damage is dealt to the Grizzly Bears. Then, when the combat damage resolves, the Mogg Fanatic's combat damage is also dealt to Grizzly Bears. This is lethal damage, so the Grizzly Bears is destroyed and goes to the graveyard. The damage from the Grizzly Bears is not dealt, as the Mogg Fanatic is no longer in play. 1.1.09: How is it that you can tap a tapped creature, or untap an untapped creature? ------ This isn't possible for the purposes of paying a cost. A permanent has to actually go from the untapped status to the tapped status to pay a tap cost. In an effect, however, the rules are different. An effect tries its best to do as much as it can, and ignores impossible or contradictory instructions. This means that an effect that instructs a player to untap a creature will simply be ignored if the creature is already untapped at that point. Note that the situation is very different if the targeting specification calls for a tapped creature: Royal Assassin {1}{B}{B} Creature - Human Assassin 1/1 / {T}: Destroy target tapped creature. Read the effect carefully to distinguish which parts are the targeting specification, which parts are the cost and which parts are the effect. The targeting specification must be met when you play the spell AND when it resolves, and the costs must be paid in full, but the effect is allowed to skip impossible parts. 1.1.10: When can I sacrifice a creature? Discard a card? ------ Only when an effect or a game rule tells you to. You can't just sacrifice a creature or discard a card whenever you wish. There has to be something to cause you to do so. There are some rules that make things go to the graveyard automatically, but they generally won't get invoked unless specific situations occur: - A creature with toughness 0 or less is put into its owner's graveyard. - A creature with lethal damage, but greater than 0 toughness, is destroyed. - An Aura attached to an illegal permanent or player, or not attached to a permanent or player, is put into its owner's graveyard. - If two or more legendary permanents with the same name are in play, all are put into their owners' graveyards. This is called the "legend rule." If only one of those permanents is legendary, this rule doesn't apply. - If two or more permanents have the supertype world, all except the one that has been a permanent with the world supertype in play for the shortest amount of time are put into their owners' graveyards. - At the beginning of the cleanup step (after the end of turn step, in the end phase) if the active player has more cards in hand than his or her maximum hand size (normally seven) then he or she discards down to that maximum hand size. 1.1.11: How do I tell which end-of-turn things can carry onto the next turn? ------ There are two different ways in which cards refer to the end of turn. One is to specify a duration that lasts "until end of turn". These durations wear off in the cleanup step of the end phase, at the same time that damage is removed from creatures. There is no way to get an "until end of turn" duration to last into the next turn. If players get priority to play spells or abilities during cleanup (difficult, but not impossible to achieve) then the game automatically adds another cleanup step before the next turn, and any durations that were set up to last until end of turn during the first cleanup step will end in the second; you will also have to check for maximum hand size again. The other way in which cards refer to the end of turn is to trigger at the beginning of the end of turn step. This is denoted by the trigger event "at end of turn". The beginning of the end of turn step only happens once a turn, so these triggered abilities only trigger once a turn. It is possible for a triggered ability to be set up to wait for the beginning of the end of turn step (an "at end of turn" trigger) during an end of turn step. The delayed triggered ability will wait around for the next turn's end of turn step before it triggers. Players often say "at the end of your turn, I..." to indicate playing a spell or ability in a player's end of turn step. 1.1.12: What's the point of turning something into a creature just for a turn? ------ On the first turn that a creature is in play, it can't attack, and none of its activated abilities that have the {T} symbol in their cost can be played. This condition is sometimes referred to as "summoning sickness" or "lag", but there is no specific term for it in the rules. There are only two things to look for to determine whether a permanent suffers from this summoning sickness: - is the permanent currently a creature? If so, then it may suffer from lag and be unable to attack or have its activated abilities with a {T} in the cost played. If not, then there is no summoning sickness. - was the creature (in whatever form) continuously under its current controller's control since the beginning of that player's most recent turn? If not, then the creature is sick and it is unable to attack or have its activated abilities with a {T} in the cost played. So, turning a permanent into a creature will allow the permanent to attack, as long as the permanent (in whatever form) was continuously under its controller's control since the beginning of that player's most recent turn. 1.1.13: How do I tell the difference between "play", "come into play", "you may play"? ------ The cards and the rules use the word 'play' a lot, and it always has a specific meaning. Here are all the different meanings, and how to handle each one: - To play a land means: when you have priority, in the main phase, with the stack empty, you use the once-per-turn action of playing a land card. The land card goes from your hand into play - unlike other cards, lands don't use the stack. - Putting a land into play is any way in which a land ends up moving from another zone to the in-play zone. This includes playing a land card from your hand. It also includes the effects of spells (such as Farseek) and abilities (such as on Sakura Tribe Elder) that let you put a land into play. Note here that the restriction on playing one land per turn only applies to the "play a land" action. It does not count any other means of getting a land into play. - Playing a spell means taking the spell card and putting it on the stack, and going through all the steps of announcing a spell or ability: - Some spells use the phrase "choose one - " on them. Make this choice first. - Some spells have additional, alternative or variable costs. Choose which costs to pay. - For the choices made so far, there will be a certain number of targets required. Choose those next. - If the spell affects different targets differently or distributes its effect, make those choices. - Determine the total cost of the spell, making sure to add costs first, then apply discounts afterwards. - If you need mana, you can now play mana abilities to get the mana for the spell. - Now pay the cost of the spell. - The spell is now played. If the player had priority when the spell was announced, that player gets priority back. - Some spells and abilities tell a player to put a creature, land, artifact or enchantment card into play. These spells and abilities use the stack as normal, but the card that they put into play does not use the stack and does not go through any of the steps above. - Some spells and abilities copy a spell. The copy is put onto the top of the stack. Unless otherwise specified, it reuses all of the choices that were made for the spell it's copying. The copy doesn't go through the steps again. There are different types of triggered ability that interact with these actions: - "Whenever a player plays a land" only triggers when a player uses the special once per turn, main phase, empty stack action to play a land. It won't trigger on other ways of getting a land into play. - "Whenever a land comes into play" triggers on any land coming into play (except from the phased-out zone). It does not care what mechanism allowed the land to come into play. - "Whenever a player plays a creature spell" triggers only when the player puts the spell on the stack and goes through the steps of playing the creature card as a spell. It won't trigger on other ways of getting a creature card onto the stack or a creature into play. - "Whenever a creature comes into play" triggers on any creature coming into play (except from the phased-out zone). It does not care what mechanism allowed the creature to come into play. Various effects deal with playing cards from unusual places. In general, there are two different ways these work: - Static abilities or resolving spells or abilities with continuous effects can state that a card that isn't in a player's hand may be played. These effects always specify a duration during which the effect applies. They add the card to the set of cards that may be played using the normal system of priority, according to the normal timing rules. - Resolving spells or abilities may simply include an instruction to play a card or a copy of a card. The card or copy of a card goes through the steps of playing a spell or ability, just like a spell that's played when a player has priority. The timing restrictions associated with playing a spell using priority do not apply in this situation. The card Panoptic Mirror is a good example of this type of ability: Panoptic Mirror {5} Artifact / Imprint - {X}, {T}: You may remove an instant or sorcery card with converted mana cost X in your hand from the game. / At the beginning of your upkeep, you may copy an imprinted instant or sorcery card. If you do, you may play the copy without paying its mana cost. Finally, note the difference between copying a card and then playing the copy, and copying a spell that's already been played. In the former, the card is in a zone other than the stack; the copy gets made in the same zone, then moves to the stack when it's played, and goes through the process of playing a spell or ability. In the latter, the copy arrives fully-formed on the stack as a duplicate of something that's already been played, and doesn't go through the process of playing a spell or ability again. The former will trigger abilities that trigger when spells are played, but not those that trigger when cards are played. The latter triggers neither.
Subject: 1.2: Newsgroup Stuff 1.2.01: Posting: ------ When posting a question to the newsgroup, there are some simple guidelines to ensure that your question is well-understood and receives a prompt reply: - Make the subject line of your post indicate the cards or rules that you're having issues with. - In the body of your article, state those cards or rules again, and explain the play situation that you're asking about. The more relevant information, the more accurate a reply you'll get. - If the question concerns older or less commonly used cards, it may be helpful to include text from Oracle with the post, to remind people of the exact wording of the cards. Append them to the end of the post unless they're small enough to flow with the rest of the text. - Is your question relevant to constructed tournaments? Draft? Sealed? Is it just about casual games between yourself and your best friend? Is it about multiplayer games at your local shop? The context of the question will influence the answer you get. - Did you look elsewhere to try to answer the question yourself? If so, let us know - if nothing else, it can help to make this FAQ a better resource. - The netrep for the group tries to answer all posts, and will also answer emailed questions. We do not encourage direct email questions, as the question and the answers may be useful to all of the readers of the group. However, if you do decide to email a question directly, please don't also post the same question to the newsgroup. - Don't worry if your post doesn't appear straight away, or if no answers show up immediately. It takes time for things to propagate between computers with usenet, so be patient - every single question gets an answer (usually several answers) and usually within an hour. - Don't worry if there are many similar answers. We encourage posters to have a go at answering questions to practice their rules knowledge, provide alternative viewpoints and provide coverage in case posts from some servers don't make it all the way across usenet. 1.2.02: Terminology: ------ If you're a new player, you'll almost certainly come across unfamiliar terms and acronyms while reading this FAQ, or the magic.rules newsgroup... so here are some of the most common ones. - Cardset Names: In the midst of newsgroup discussion, there is a tendency to abbreviate commonly-occurring names. The different cardsets are often given two- letter abbreviations; since around Champions of Kamigawa everyone has standardised on three-letter abbreviations. For the most part, these abbreviations will be obvious, e.g. '5E' for Fifth Edition or 'MN' for Mirrodin. However, there are some abbreviations that could be confusing: - Unlimited Edition: UL or UN - Urza's Legacy: UL or UY - Unglued: UN - Legends: LG or LE - Legions: LG or LE - Revised Edition (Third Edition): RV or 3E - Ravnica: City of Guilds: RV For these sets in particular, it can be helpful to write the name out in full rather than abbreviating. - Card Names: Cards are often abbreviated in discussion, using just initial letters. For example, a Circle of Protection: Red is referred to as CoP:Red, or Mother of Runes as MoR (or often, just 'mom'). Individual groups will also have their own slang names for cards, some of which may simply defy explanation - it's usually clear what's meant. - Miscellaneous terms and acronyms: "~": Commonly used to stand for the cardname, when quoting card text Sac: Sacrifice RFG: Remove a card from the game Animate: Turn into a creature MtG: Magic The Gathering WotC: Wizards Of The Coast, publishers of Magic DCI: The authority that oversees organised play Modo: Magic Online Digital Objects, the name of the system that runs the online version of the Magic: the Gathering game
Subject: 1.3: Further Reading So, what happens if your question isn't frequently asked, and isn't in this document? Well, here are a few other places you could turn to. Obviously enough, asking your question on the newsgroup rec.games.trading-cards.magic.rules is a good way to get it answered. That's what it's there for, after all. Don't worry about whether your question's basic, or has been asked before, or even if it's a frequently asked one in this FAQ, that you've been unable to find or haven't understood the answer to. The group is extremely newbie friendly, and the people there are very patient about explaining things. After all, that's why they hang out there. The detailed rules of the game have changed a lot since it first came out, so it's helpful to get up-to-date information about the rules and the wording on the cards. The exact wording can often make the difference when trying to work out how a card works, and this is found by using the Oracle. The Oracle lists the card text for every card in the game, in such a way as the cards will all work together under the current rules. It's only officially available through the Gatherer interface at <http://gatherer.wizards.com/>. For information on a single card, you may prefer the autocard reader at <http://www.wizards.com/magic/autocard.asp>. Type the name of the card you're interested in into the edit box on the right, and it should pop up along with its current Oracle text and rulings. The official rulebook is located at <http://www.wizards.com/Magic/TCG/Article.aspx?x=magic/rules>. It's written in a very technical language to ensure that every card and every game situation is catered for in a logical and consistent manner. As a result, it's not a recommended resource for learning how to play. A much friendlier version is available at <http://www.wizards.com/magic/rules/MagicRulebook_10E_EN.pdf>. However, by far the most enjoyable way to learn the game is to learn from another player. Try your local games store, comic store or University gaming society - most players will be willing to teach the basics to a newcomer. An additional source of older rules information is the Stephen D'Angelo Rulings Summaries, available at <http://www.crystalkeep.com/magic/index.php>. They give an insight into the history of a card, and may be useful reading. The rules that govern the mechanics of the game are only part of the whole story. If you intend to play Magic: the Gathering in tournaments, then you will need to read about the DCI and the floor rules. The DCI is the organisation responsible for organised Magic tournaments; information about the DCI rules is located at <http://www.wizards.com/default.asp?x=dci/doccenter/home>. You may even be interested in locating a judge for an event, or finding out more about the process of becoming a judge - for this, see <http://www.wizards.com/Magic/Magazine/Article.aspx?x=judge/welcome>.



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