Полные правила Magic: the Gathering
( Comprehensive rules )

Базовые правила Contents Glossary

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To move a permanent you control to its owner’s graveyard. See rule 701.15, "Sacrifice."

A keyword ability that allows you to exile a creature card from your graveyard to put +1/+1 counters on a creature. See rule 702.96, "Scavenge."

A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule 312, "Schemes."

To manipulate some of the cards on top of your library. See rule 701.16, "Scry."

To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.17, "Search."

Set Aside (Obsolete)
"Set [something] aside" is an obsolete term for "exile [something]." Cards with that text have received errata in the Oracle card reference. See Exile.

Set in Motion
To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.23, "Set in Motion."

A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.27, "Shadow."

Shared Life Total
In the Two-Headed Giant multiplayer variant, each team has a "shared life total" rather than each player having an individual life total. See rule 810, "Two-Headed Giant Variant."

Shared Team Turns Option
An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, "Shared Team Turns Option."

A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 719, "Taking Shortcuts."

A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, "Shroud."

To randomize the cards in a deck (before a game) or library (during a game). See rule 103.1.

Extra cards that may be used to modify a deck between games of a match. See rules 100.4.

Effects that use the word "skip" are replacement effects. The word "skip" indicates what events, steps, phases, or turns will be replaced with nothing. See rule 614, "Replacement Effects."

A keyword ability that restricts how a creature may be blocked.See rule 702.117, "Skulk."

See Typecycling.

A supertype that’s normally relevant on permanents. See rule 205.4, "Supertypes."

Snow Mana Symbol
The snow mana symbol S represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4h.

Snow-Covered (Obsolete)
Some older cards were printed with the term "snow-covered" in their rules text. Except when referencing card names, such cards have received errata in the Oracle card reference to reference the supertype "snow" instead. See Snow.

A card type. A sorcery is not a permanent. See rule 307, "Sorceries."

A keyword ability that makes creatures better by pairing them together. See rule 702.94, "Soulbond."

A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule 702.45, "Soulshift."

Source of an Ability
The object that generated that ability. See rule 112.7.

Source of Damage
The object that dealt that damage. See rule 609.7.

Special Action
An action a player may take that doesn’t use the stack. See rule 115, "Special Actions."

A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111, "Spells."

Spell Ability
A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. See rule 112.3a.

Spell Type
A subtype that’s correlated to the instant card type and the sorcery card type. See rule 304, "Instants," and rule 307, "Sorceries." See rule 205.3k for the list of spell types.

A keyword ability that lets a player copy a card’s text box onto another spell. See rule 702.46, "Splice."

Split Cards
Cards with two card faces on a single card. See rule 708, "Split Cards."

Split Second
A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.60, "Split Second."

A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, "Stack."

Starting Hand Size
The number of cards a player draws as a game begins. In most games, each player’s starting hand size is seven. See rule 103.4.

Starting Life Total
The amount of life a player has as a game begins. In most games, each player’s starting life total is 20. See rule 103.3.

Starting Player
The player chosen to take the first turn of a game. See rule 103.2.

Starting Team
The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2.

State Trigger
A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.

State-Based Actions
Game actions that happen automatically whenever certain conditions are met. See rule 704, "State-Based Actions."

Static Ability
A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule 112, "Abilities," and rule 604, "Handling Static Abilities."

The physical state of a permanent. See rule 110.6.

A subsection of a phase. See section 5, "Turn Structure."

A keyword ability that creates copies of a spell. See rule 702.39, "Storm."

A completely separateMagic game created by an effect. See rule 718, "Subgames."

A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, "Subtypes."

Successfully Cast (Obsolete)
A term that was printed on some older cards. In general, cards that referred to a spell being "successfully cast" have received errata in the Oracle card reference to simply refer to a spell being "cast."

Summon (Obsolete)
Older creature cards were printed with "Summon [creature type]" on their type lines. All such cards have received errata in the Oracle card reference to say "Creature — [creature type]." (Many of these cards’ creature types have also been updated.) See Creature.

Summoning Sickness Rule
Informal term for a player’s inability to attack with a creature or to activate its abilities that include the tap symbol or the untap symbol unless the creature has been under that player’s control since the beginning of that player’s most recent turn. See rule 302.6. See also Haste.

A keyword ability that can have a permanent enter the battlefield with +1/+1 counters or charge counters on it. See rule 702.43, "Sunburst."

A characteristic that appears before the card type on a card’s type line. Most cards don’t have a supertype. See rule 205.4, "Supertypes."

Supervillain Rumble
A Free-for-All game in which each player is an archenemy. See rule 806, "Free-for-All," and rule 904, "Archenemy."

A keyword action that lets you put +1/+1 counters on creatures. See rule 701.33, "Support."

A keyword ability that provides an alternative cost to cast a card if you or one of your teammates has cast another spell in the same turn. See rule 702.116, "Surge."

A keyword ability that provides an alternativeway to play a card. See rule 702.61, "Suspend." A card is "suspended" if it’s in the exile zone, has suspend, and has a time counter on it.

One of the five basic land types. Any land with this subtype has the ability "Tap: Add B to your mana pool." See rule 305.6.

See Typecycling.

See Landwalk.

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