Полные правила Magic: the Gathering
( Comprehensive rules )


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Glossary

Echo
A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.27, "Echo."


EDH
A casual variant in which each deck is led by a legendary general. See rule 903, "EDH."


Effect
Something that happens in the game as a result of a spell or ability. See rule 609, "Effects."


Emblem
An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 113, "Emblems."


Emperor
The middle player on each team in an Emperor game. See rule 809, "Emperor Variant."


Emperor Variant
A multiplayer variant played among three-player teams. See rule 809, "Emperor Variant."


Enchant
A keyword ability that restricts what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, "Enchantments," and rule 702.5, "Enchant."


Enchantment
A card type. An enchantment is a permanent. See rule 303, "Enchantments." See also Aura.


Enchantment Type
A subtype that’s correlated to the enchantment card type. See rule 303, "Enchantments." See rule 204.3g for the list of enchantment types.


End of Combat Step
Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, "End of Combat Step."


End Step
Part of the turn. This step is the first step of the ending phase. See rule 513, "End Step."


End the Turn
To "end the turn" as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule 712, "Ending the Turn."


Ending Phase
Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, "Ending Phase."


Enters the Battlefield
A nontoken permanent "enters the battlefield" when it’s moved onto the battlefield from another zone. A token "enters the battlefield" when it’s created. See rules 403.3, 603.6a, 603.6e, and 614.12.


Entwine
A keyword ability that lets a player choose all modes for a spell rather than just one. See rule 702.39, "Entwine."


Epic
A keyword ability that lets a player copy a spell at the beginning of each of his or her upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.47, "Epic."


Equip
A keyword ability that lets a player attach an Equipment to a creature he or she controls. See rule 301, "Artifacts," and rule 702.6, "Equip."


Equipment
An artifact subtype. Equipment can be attached to creatures. See rule 301, "Artifacts," and rule 702.6, "Equip."


Evasion Ability
An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c.


Event
Anything that happens in a game. See rule 700.1.


Evoke
A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.71, "Evoke."


Exalted
A keyword ability that can make a creature better in combat. See rule 702.80, "Exalted."


Exchange
To swap two things, such as objects, sets of objects, or life totals. See rule 701.8, "Exchange."


Exile
1. A zone. Exile is essentially a holding area for cards. It used to be known as the "removed-from-the-game" zone.
2. To put an object into the exile zone from whatever zone it’s currently in. An "exiled" card is one that’s been put into the exile zone.
See rule 406, "Exile."


Expansion Symbol
A characteristic, and part of a card. A card’s expansion symbol is a small icon normally printed below the right edge of the illustration. See rule 205, "Expansion Symbol."


Extra Turn
A turn created by an effect of a spell or ability. See rule 500.7. For rules about extra turns in a multiplayer game using the shared team turns option, see 805.8. For rules about extra turns in a Grand Melee game, see rule 807.4.


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