Ïîëíûå ïðàâèëà Magic: the Gathering
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| Áàçîâûå ïðàâèëà | Contents | Glossary |
701.1 Most actions described in a card’s rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These "keywords" are game terms; sometimes reminder text summarizes their meanings.
701.2 Activate
701.2a To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if he or she has priority. See rule 602, "Activating Activated Abilities."
701.3 Attach
701.3a To attach an Aura, Equipment, or Fortification to an object means to take it from where it currently is and put it onto that object. If something is attached to a permanent on the battlefield, it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or Fortification can’t be attached to an object it couldn’t enchant, equip, or fortify, respectively.
701.3b If an effect tries to attach an Aura, Equipment, or Fortification to an object it can’t be attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an Aura, Equipment, or Fortification to the object it’s already attached to, the effect does nothing. If an effect tries to attach an object that isn’t an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesn’t move.
701.3c Attaching an Aura, Equipment, or Fortification on the battlefield to a different object causes the Aura, Equipment, or Fortification to receive a new timestamp.
701.3d To"unattach" an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or playerceases to be attached to it, that counts as "becoming unattached[from that object or player]"; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game.
701.4 Cast
701.4a To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if he or she has priority. See rule 601, "Casting Spells."
701.4b To cast a card is to cast it as a spell.
701.5 Counter
701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.
701.5b The player who cast a countered spell or activated a countered ability doesn’t get a "refund" of any costs that were paid.
701.6 Create
701.6a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.
701.6b Previously, an effect that created tokens instructed a player to "put [those tokens] onto the battlefield." Cards that were printed with that text have received errata in the Oracle card reference so they now "create" those tokens.
701.7 Destroy
701.7a To destroy a permanent, move it from the battlefield to its owner’s graveyard.
701.7b The only ways a permanent can be destroyed are as a result of an effect that uses the word "destroy" or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been "destroyed."
701.7c A regeneration effect replaces a destruction event. See rule 701.13, "Regenerate."
701.8 Discard
701.8a To discard a card, move it from its owner’s hand to that player’s graveyard.
701.8b By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.
701.8c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 720, "Handling Illegal Actions").
701.9 Exchange
701.9a A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can’t be completed, no part of the exchange occurs.
701.9b When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.
701.9c When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them.A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 118.7–8).
701.9d Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities work the same as other "exchange" spells and abilities, except they can exchange the cards only if all the cards are owned by the same player.
701.9e If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.
701.9f If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.
701.9g A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 118.7–8).If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.3b). This rule does not apply to spells and abilities that switch a creature’s power and toughness.
701.10 Exile
701.10a To exile an object, move it to the exile zone from wherever it is. See rule 406, "Exile."
701.11 Fight
701.11a A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.
701.11b If a creature instructed to fight is no longer on the battlefield or is no longer a creature, no damage is dealt. If a creature is an illegal target for a resolving spell or ability that instructs it to fight, no damage is dealt.
701.11c If a creature fights itself, it deals damage equal to its power to itself twice.
701.11d The damage dealt when a creature fights isn’t combat damage.
701.12 Play
701.12a To play a land means to put it onto the battlefield from the zone it’s in (usually the hand). A player may play a land if he or she has priority, it’s the main phase of his or her turn, the stack is empty, and he or she hasn’t played a land this turn. Playing a land is a special action (see rule 115), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn’t the same as playing a land. See rule 305, "Lands."
701.12b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.
701.12c Some effects instruct a player to "play" with a certain aspect of the game changed, such as "Play with the top card of your library revealed.""Play" in this sense means to play the Magic game.
701.12d Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as "playing" that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to "casting" that spell or that card.
701.12e Previously, the action of using an activated ability was referred to on cards as "playing" that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to "activating" that ability.
701.13 Regenerate
701.13a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, "Regenerate [permanent]" means "The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat."
701.13b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, "Regenerate [permanent]" means "Instead remove all damage marked on [permanent] and tap it. If it’s an attacking or blocking creature, remove it from combat."
701.13c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t precludesuch abilities from being activated or such spells from being cast; rather, they causeregeneration shields to not be applied.
701.14 Reveal
701.14a To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, the card remains revealed from the time the spell or ability is announced until the time it leaves the stack.
701.14b Revealing a card doesn’t cause it to leave the zone it’s in.
701.14c If cards in a player’s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.
701.14d Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.
701.15 Sacrifice
701.15a To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent he or she doesn’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action.
701.16 Scry
701.16a To"scry N" means to look at the top N cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.
701.16b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.
701.17 Search
701.17a To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches the given description.
701.17b If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone.