Полные правила Magic: the Gathering
To turn a permanent sideways from an upright position. See rule 701.19, "Tap and Untap."
The tap symbol in an activation cost means "Tap this permanent." See rule 107.5.
A preselected object, player, and/or zone a spell or ability will affect. See rule 114, "Targets."
A group of players who share a common victory condition in a multiplayer game. See rule 808, "Team vs. Team Variant," rule 809, "Emperor Variant," rule 810, "Two-Headed Giant Variant," and rule 811, "Alternating Teams Variant."
Team vs. Team Variant
A multiplayer variant played among two or more teams, each of which sits together. See rule 808, "Team vs. Team Variant."
In a multiplayer game between teams, a player’s teammates are the other players on his or her team. See rule 102.3.
Part of a card. The text box is printed on the lower half of the card and contains the card’s rules text, reminder text, and flavor text. See rule 207, "Text Box."
A continuous effect that changes the text that appears in an object’s text box and/or type line. See rule 612, "Text-Changing Effects."
"Threshold" used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata in the Oracle card reference.
A system used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.6. See also Dependency.
A marker used to represent any permanent that isn’t represented by a card. See rule 110.5.
An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.
Total Casting Cost (Obsolete)
An obsolete term for converted mana cost. Cards printed with this text have received errata in the Oracle card reference.
What a player actually has to pay, in practical terms, to cast a spell or activated ability: the mana cost, activation cost, or alternative cost, plus all cost increases (including additional costs) and minus all cost reductions. See rule 601.2f.
A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.88, "Totem Armor."
1. Part of a card that only creatures have. A creature card’s toughness is printed after the slash in its lower right corner. See rule 208, "Power/Toughness."
2. A characteristic that only creatures have. See rule 302.4.
An organized play activity where players compete against other players. See rule 100.6.
Additional rules that apply to games played in a sanctioned tournament. See rule 100.6.
Traditional Magic Card
A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters). See rule 108.2.
A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, "Trample."
A keyword ability that lets a player search his or her library for a replacement creature card. See rule 702.70, "Transfigure."
To turn a double-faced card so its other face is up. See rule 701.26, "Transform."
A keyword ability that lets a player search his or her library for a replacement card. See rule 702.52, "Transmute."
A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, "Tribals."
A keywordability that allows an opponent to choose betweena creature entering the battlefield with+1/+1 counters or an additional ability. See rule 702.103, "Tribute."
Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically "triggers." That means its controller puts it on the stack the next time a player would receive priority. See rule 603, "Handling Triggered Abilities."
The first part of a triggered ability, consisting of "when,""whenever," or "at" followed by a trigger event. See rule 603, "Handling Triggered Abilities."
The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, "Handling Triggered Abilities."
A kind of ability. Triggered abilities begin with the word "when,""whenever," or "at." They’re written as "[Trigger condition], [effect]." See rule 112, "Abilities," and rule 603, "Handling Triggered Abilities."
Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.
Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, "Turn-Based Actions."
Two-Headed Giant Variant
A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn. See rule 810, "Two-Headed Giant Variant."
An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.
Part of a card. The type line is printed directly below the illustration and contains the card’s card type(s), subtype(s), and/or supertype(s). See rule 205, "Type Line."
A variant of the cycling ability. See rule 702.28, "Cycling."