Полные правила Magic: the Gathering
|
Базовые правила | Contents | Glossary |
Hand
1. A zone. A player’s hand is where that player holds cards he or she has drawn but not played yet.
2. All the cards in a player’s hand.
See rule 402, "Hand."
Hand Modifier
A characteristic that only vanguards have. See rule 210, "Hand Modifier."
Haste
A keyword ability that lets a creature ignore the "summoning sickness" rule. See rule 702.10, "Haste," and rule 302.6.
Haunt
A keyword ability that exiles cards. A card exiled this way "haunts" a creature targeted by the haunt ability. See rule 702.54, "Haunt."
Hexproof
A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, "Hexproof."
Hidden Agenda
A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.105, "Hidden Agenda."
Hidden Zone
A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public Zone.
Hideaway
A keyword ability that lets a player store a secret card. See rule 702.74, "Hideaway."
Horsemanship
A keyword ability that restricts how a creature may be blocked. See rule 702.30, "Horsemanship."
Hybrid Card
A card with one or more hybrid mana symbols in its mana cost. See rule 202.2d.
Hybrid Mana Symbols
A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.