Полные правила Magic: the Gathering
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Базовые правила | Contents | Glossary |
Paired
A term that describes a creature that’s been affected by a soulbond ability. See rule 702.94, "Soulbond."
Partner
A keyword ability that lets two legendary creatures be your commander in the Commander variant rather than one. See rule 702.123, "Partner," and rule 903, "Commander."
Pass
To decline to take any action (such as casting a spell or activating an ability) when you have priority. See rule 116, "Timing and Priority."
Pass in Succession
All players "pass in succession" if each player in the game (starting with any one of them) opts not to take an action upon receiving priority. See rule 116, "Timing and Priority."
Pay
To perform the actions required by a cost. This often means, but is not restricted to, spending resources such as mana or life. See rule 117, "Costs."
Permanent
A card or token on the battlefield. See rule 110, "Permanents."
Permanent Card
A card that could be put onto the battlefield. See rule 110.4a.
Permanent Spell
A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b.
Permanently (Obsolete)
An obsolete term used to indicate that a continuous effect has no duration and thus lasts until the end of the game. Cards printed with this term have received errata in the Oracle card reference to delete it.
Persist
A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.78, "Persist."
Phase
1. A subsection of a turn. See section 5, "Turn Structure."
2. A permanent "phases in" when its status changes from phased out to phased in. A permanent "phases out" when its status changes from phased in to phased out. See rule 702.25, "Phasing."
Phased In, Phased Out
A status a permanent may have. Phased-in is the default status. Phased-out permanents are treated as though they do not exist. See rule 110.6 and rule 702.25, "Phasing." ("Phased-out" was a zone in older versions of the rules.)
Phasing
A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.25, "Phasing."
Phenomenon
A card type seen only on nontraditional Magic cards in the Planechase casual variant. A phenomenon card is not a permanent. See rule 310, "Phenomena."
Phyrexian Mana Symbol
A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.
Phyrexian Symbol
A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g.
Pile
A temporary grouping of cards. See rule 700.3.
Placed
(Obsolete) Some spells and abilities previously referred to a counter being "placed" on a permanent. These cards have received errata in the Oracle card reference to use the term "put" instead. Due to a rules change, these cards continue to function as they did before. See rule 121, "Counters."
Plains
One of the five basic land types. Any land with this subtype has the ability ": Add to your mana pool." See rule 305.6.
Plainscycling
See Typecycling.
Plainswalk
See Landwalk.
Planar Deck
A deck of at least ten plane cards needed to play the Planechase casual variant. See rule 901.3.
Planar Die
A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3.
Plane
A card type seen only on nontraditional Magic cards in the Planechase casual variant. A plane card is not a permanent. See rule 309, "Planes."
Planechase
A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, "Planechase."
Planeswalk
To put each face-up plane card or phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up in a Planechase game. See rule 701.22, "Planeswalk."
Planeswalker
A card type. A planeswalker is a permanent. See rule 306, "Planeswalkers."
Planeswalker Symbol
The Planeswalker symbol appears on the planar die in the Planechase casual variant. See rule 107.11.
Planeswalker Type
A subtype that’s correlated to the planeswalker card type. See rule 306, "Planeswalkers." See rule 205.3j for the list of planeswalker types.
Planeswalker Uniqueness Rule (Obsolete)
Older versions of the rules stated that a player who controlled two or more planeswalkers with the same planeswalker type would put all but one of those planeswalkers into their owners’ graveyards. This rule was called the "planeswalker uniqueness rule" and no longer exists.
Play
1. To play a land is to put a land onto the battlefield as a special action. See rule 115, "Special Actions," and rule 305, "Lands."
2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule 601, "Casting Spells."
3. (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata in the Oracle card reference. See Cast.
4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with that text have received errata in the Oracle card reference. See Activate.
5. (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that contains the phrases "in play,""from play,""into play," or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.
Player
One of the people in the game. See rule 102, "Players."
Poison Counter
A counter that may be given to a player. See rule 121, "Counters," and rule 704.5c.
Poisoned
Having one or more poison counters. See rule 121, "Counters."
Poisonous
A keyword ability that causes a player to get poison counters. See rule 702.69, "Poisonous."
Poly Artifact (Obsolete)
An obsolete term that appeared on the type line of artifacts with activated abilities that didn’t cause the artifact to be tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say "Artifact."
Populate
A keyword action that creates a copy of a creature token you control. See rule 701.28, "Populate."
Postcombat Main Phase
A main phase that occurs after a combat phase. See Main Phase.
Power
1. Part of a card that only creatures have. A creature card’s power is printed before the slash in its lower right corner. See rule 208, "Power/Toughness."
2. A characteristic that only creatures have. See rule 302.4.
Precombat Main Phase
The first main phase of a turn. See Main Phase.
Prevent
A word used by prevention effects to indicate what damage will not be dealt. See rule 615, "Prevention Effects."
Prevention Effect
A kind of continuous effect that watches for a damage event that would happen and completely or partially prevents the damage that would be dealt. See rule 615, "Prevention Effects."
Priority
Which player can take actions at any given time is determined by a system of "priority." See rule 116, "Timing and Priority."
Proliferate
To give an additional counter to any number of players and/or permanents that already have a counter. See rule 701.25, "Proliferate."
Protection
A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, "Protection."
Provoke
A keyword ability that can force a creature to block. See rule 702.38, "Provoke."
Prowess
A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.107, "Prowess."
Prowl
A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.75, "Prowl."
Public Zone
A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone.