Полные правила Magic: the Gathering
( Comprehensive rules )


Базовые правила Contents Glossary

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Glossary

Card
The standard component of the game. Magic cards may be traditional or nontraditional. Tokens aren’t considered cards. In the text of spells or abilities, the term "card" is used only to refer to a card that’s not on the battlefield or on the stack, such as a creature card in a player’s hand. See rule 108, "Cards."


Card Pool
In a Limited format, the cards a player may use, in addition to basic land cards, to build his or her deck.


Card Type
A characteristic. Except for abilities on the stack, each object has a card type, even if that object isn’t a card. Each card type has its own rules. See rule 205, "Type Line," and section 3, "Card Types."


Cascade
A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.84, "Cascade."


Cast
To take a cardfrom where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. See rule 601, "Casting Spells."


Caster (Obsolete)
An obsolete term that referred to the player who cast a spell. In general, cards that were printed with the term "caster" have received errata in the Oracle card reference to say "controller."


Casting Cost (Obsolete)
An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.


Champion, Championed
"Champion" is a keyword ability that lets one creature temporarily replace another. A permanent is "championed" by another permanent if the latter exiles the former as the direct result of a champion ability. See rule 702.71, "Champion."


Change a Target
To choose a new, legal target for a spell or ability. See rule 114.6.


Changeling
A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.72, "Changeling."


Chaos Ability
An ability of a plane card that triggers "Whenever you roll CH" on the planar die in the Planechase casual variant. See rule 309.7.


Chaos Symbol
The chaos symbol CH appears on the planar die and in some triggered abilities of plane cards in the Planechase casual variant. See rule 107.12.


Characteristic-Defining Ability
A kind of static ability that conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). See rule 604.3.


Characteristics
Information that defines an object. See rule 109.3.


Checklist Card
A game supplementwith a Magic card back that can be used to represent a double-faced card or meld card. See rule 713, "Checklist Cards."


Cipher
A keyword ability that allows you to encode a card on a creature and cast that card whenever that creature deals combat damage to a player. See rule 702.98, "Cipher."


Clash
To have a mini-contest involving the top cards of players’ libraries. See rule 701.21, "Clash."


Cleanup Step
Part of the turn. This step is the second and final step of the ending phase. See rule 514, "Cleanup Step."


Collector Number
A number printed on most cards that has no effect on game play. See rule 212, "Information Below the Text Box."


Color
1. A characteristic of an object. See rule 105, "Colors," and rule 202, "Mana Cost and Color."
2. An attribute mana may have. See rule 106, "Mana."


Color Identity
A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.


Color Indicator
A characteristic of an object. See rule 105, "Colors," and rule 204, "Color Indicator."


Colorless
1. An object with no color is colorless. Colorless is not a color. See rule 105, "Colors," and rule 202, "Mana Cost and Color."
2. A type of mana. See rule 106, "Mana," and rule 107.4c.


Combat Damage
Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, "Combat Damage Step."


Combat Damage Step
Part of the turn. This step is the fourth step of the combat phase. See rule 510, "Combat Damage Step."


Combat Phase
Part of the turn. This phase is the third phase of the turn. See rule 506, "Combat Phase."


Command
A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. See rule 408, "Command."


Commander
1. A casual variant in which each deck is led by a legendary creature. See rule 903, "Commander."
2. A designation given to one legendary creature card in each player’s deck in the Commander casual variant.


Concede
To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104, "Ending the Game."


Conspiracy
A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 313, "Conspiracies."


Conspiracy Draft
A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, "Conspiracy Draft."


Conspire
A keyword ability that creates a copy of a spell. See rule 702.77, "Conspire."


Constructed
A way of playing in which each player creates his or her own deck ahead of time. See rule 100.2a.


Continuous Artifact (Obsolete)
An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with this text have received errata in the Oracle card reference to simply say "Artifact."


Continuous Effect
An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. See rule 611, "Continuous Effects."


Control Another Player
To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any objects. See rule 714, "Controlling Another Player."


Control, Controller
"Control" is the system that determines who gets to use an object in the game. An object’s "controller" is the player who currently controls it. See rule 108.4.


Converted Mana Cost
The total amount of mana in a mana cost, regardless of color. See rule 202.3.


Convoke
A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.50, "Convoke."


Copiable Values
Values of an object’s characteristics that are checked by copy effects. See rules 706.2 and 706.3.


Copy
1. To create a new object whose copiable values have been set to those of another object.
2. An object whose copiable values have been set to those of another object.
See rule 706, "Copying Objects."


Cost
An action or payment necessary to take another action or to stop another action from taking place. See rule 117, "Costs."


Counter
1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.5, "Counter."
2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 121, "Counters."


Counts As (Obsolete)
Some older cards were printed with text stating that the card "counts as" something. Cards printed with this text have received errata in the Oracle card reference to state that the card actually is that thing.


Create
To create a token is to put a token onto the battlefield. See rule 701.6, "Create."


Creature
A card type. A creature is a permanent. See rule 302, "Creatures."


Creature Type
A subtype that’s correlated to the creature card type and the tribal card type. See rule 302, "Creatures," and rule 308, "Tribals." See rule 205.3m for the list of creature types.


Crew
A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, "Artifacts," and rule 702.121, "Crew."


Cumulative Upkeep
A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.23, "Cumulative Upkeep."


Cycling
A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.28, "Cycling."


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