Here's the latest edition of the Rulings Summary for general 
Magic: The Gathering questions.  Only a few changes this time.
 
The most recent gg-l/mtg-l digest used was #1404.
Credits and disclaimer are at the end of the text.
A '+' is used to mark changes since the last released version on 2/13/95.

These rulings are available via FTP to "ftp.netcom.com" under 
"pub/da/dangelo/magic" as the files "rule-*" in ASCII text, PostScript and 
HP LaserJet format.  The latter two are formatted for easier reading.  
They can also be found on "marvin.macc.wisc.edu" under "/pub/deckmaster/rules" 
as "rule-*".
 
Stephen. 
----
Stephen D'Angelo == dangelo@netcom.com 
 
 
General Rulings Summary                                 Last Updated 03/20/95
=============================================================================

Table of Contents:
------------------
  - Basic Rulings	
  - Turn Order	
  - Attack Sequence	
  - Understanding Damage	
  - Damage Resolution
  - Loss of Life
  - Mana Burn
  - Banding
  - Trample	
  - Going to the Graveyard	
  - Regeneration
  - Protection from Color
  - Walls
  - Artifact Creatures
  - Token Creatures
  - Face Down Cards	
  - Copy Cards	
  - Paying Artifact and Enchantment Costs	
  - Control Issues
  - Timing Issues	
  - Which Effect Wins
  - Countering Spells
  - Spell Casting Issues	
  - Targeting
  - Casting Cost
  - Color of a Spell
  - Multiplayer Issues
  - Other Stuff
  - Switching from Limited/Unlimited Edition to Revised Edition Rules	

Basic Rulings: 
--------------
  "I'm done" always means "I'm done unless you do something else".  You can 
    use fast effects in response to anything your opponent does. [bethmo] 
  Basic land types are: Forest, Island, Mountain, Plains, and Swamp. 
    Multilands and the lands introduced by expansion sets are not "basic" 
    lands types for purposes of any spell. [Page 15]
  Black, Blue, Green, Red and White are the only colors in the game.  Colorless
    (or no color) is not a valid color type for purposes of any spell. 
    [Page 15]
  Announcing a spell is not an interrupt or a fast effect.  It is an action
    with rules of its own.  You cannot interrupt a spell during the 
    announcement and payment of any costs involved.  You must wait until after
    all costs and target choices are made. [bethmo 9/7/94]
  All cards are to be played as written (and with any official errata).
    There is no ruling that cards should be played using the most recent
    wording.  For example, you are not to play a Limited/Unlimited edition
    Wild Growth as if it were worded like the Revised edition Wild Growth.  
    Also, an Alpha printing Orcish Oriflamme really costs just R1 and not 
    R3 to cast.
  Cards in the graveyard are just cards.  They have no memory of whether
    they were ever in play or not, or of anything that may have happened
    to them when they were in play.  They are not creatures, lands, spells,
    or anything else.  They are just cards.  [bethmo 7/19/94]  Some special 
    cards (such as Nether Shadow) do work in the graveyard, but these cards
    explicitly say so.
  A permanent is any card in play (enchantments, creatures, artifacts, land)
    or any token which represents a creature.
  Cards in play are not spells, they are "permanents".  They can no longer
    be affected by things that affect "spells" (i.e. Counterspell, Lifeforce)
    [bethmo 7/19/94]
  Fast effects are Instants, Interrupts or special abilities of any card in
    play.  [Page 25]
  Artifacts and Lands have no color but can be xxxxLaced into a color. 
    [PPG Page 93]
  Not all lands produce mana.  If a land does not specifically say that it
    does produce mana, then it doesn't.
  Any player can look at any other player's graveyard at any time.  This
    means that a player cannot hide what goes into or gets taken out of the
    graveyard from any other player.
  You do not need to show anything which goes into or comes out of your
    Library. [PPG Page 220]
  All players have the right to know how many cards you have in your hand.
    [Duelist's Supplement, 5/94]
  No player may count the number of cards in their or any other player's
    library. [Duelist's Supplement, 5/94]
  It is not legal to spend mana on preventions like Circle of Protection or
    Death Ward (but not limited to them) when there is no valid action to
    be countering.  Equally, you cannot Animate Artifact when there are no
    artifacts. Basically, you cannot make an excuse just to get rid of
    cards or mana. [PPG Page 57]
  Special abilities of creatures, such as Tim's poke, are not attacks.
    [bethmo]  Neither are spells like Fireball or Lightning Bolt.  These
    are just spells and effects.  An Attack is something special in Magic.
  Continuous effects are faster than interrupts. [bethmo]
  Continuous effects of artifacts only work when they are untapped. 
    [Page 22]
  Continuous effects of creatures work whether or not they are tapped.
    [Page 26]  Artifact creatures count as creatures for this ruling. 
    [WotC Rules Team]
  The effects of interrupts are permanent. [Page 25]
  A sacrifice is considered a cost in the casting of a spell or powering an
    effect.  It is used up at the same time the mana is.  Such costs are
    not preventable by any means, including regeneration. [Page 22]
  Sacrificing is not a targeted effect and so Protection from Color will
    not protect a creature from a sacrifice.  (This is true even though page
    59 of the PPG indicates otherwise.  The book is in error.)  
    [WotC Rules Team]
  You can only sacrifice things that you control.  [Aahz 6/15/94]
  A card cannot sacrifice itself to itself as part of an ability.  This
    means you cannot feed a Lord of the Pit to itself.  Same goes for
    Fallen Angel and several others. [Aahz 7/27/94]  
    Exceptions may be noted on cards, as several cards do sacrifice themselves
    when they are used.
  You cannot sacrifice a creature while it has enough damage on it to kill it
    or while in a damage prevention sub-phase where it is being destroyed.
    You must first prevent enough damage to allow it to live or must regenerate
    it. [Aahz 01/21/95]
  Enchantments may not be played directly on your opponent.  [Page 23]
  Enchantments cannot ever become tapped. [PPG Page 63]
  Any spell which lets you pick a target (as opposed to a "target something")
    can be aimed at any player or creature. [bethmo 9/22/94]  This seems
    to be one of those unwritten rules.
  Untapping a card does not undo the effects of that card; it merely makes
    the card available to be used again. [bethmo]
  If two enchantments contradict one another, the most recently cast wins.
    For example, casting Flight on a creature with Earthbind on it grants
    the creature the ability to fly, but the Earthbind does remain in play.
    [PPG Page 220]
  If an enchantment is removed after being used, its effects still remain
    until the end of the turn.  For example, if a 1/1 creature with 
    Holy Armor (treated as 1/3) gets pumped up with 3 white mana, it gets 
    +0/+3 making it 1/6.  If the Holy Armor was then removed, the +0/+3 
    would still remain, although the +0/+2 granted by the enchantment 
    would leave and the creature would be 1/4. [bethmo]
+ The characteristics of the source of an effect (i.e. color, power, or
    anything else which might be relevant to how the effect works) are set
    when the effect is announced (after any interrupts to the effect resovle).
    The characteristics of the target are set when the effect itself resolves.  
    [Aahz 03/07/95]   

Turn Order
----------
  1. Untap Phase
     You MUST untap each turn.  You cannot "forget". [PPG Page 35]
     May not cast spells or use fast effects before or during untap phase.
       [PPG Page 35]
     Untapping is simultaneous.  Because of this, having a card untap will not
       affect if and how other cards untap.
     All Limited and Unlimited edition cards which said to do things at the
       beginning of the turn or during the untap phase take place during the
       upkeep phase under the Revised rules. [PPG Page 110]

  2. Upkeep Phase
     You still have an upkeep phase even if nothing happens during it.
     Fast effects may be used during this phase by any player. [Page 13]
     You can resolve the actions that happen in your upkeep in any order you
       desire as long as all effects are dealt with during upkeep. 
       [PPG Page 35]
     Any mana in mana pool at end of the Upkeep phase causes "mana burn".
       [Page 17]  
     Check for player death at end of phase. [Page 14]

     Upkeep must be paid even if the card is tapped. [bethmo]
     Declaring paying upkeep on a card is considered a fast effect. But note 
       that the cost is paid immediately at interrupt speed and not on 
       resolution. [Duelist Magazine #3, Page 14]  For example, if you had 
       a card that let you pay 3 mana during upkeep to generate an effect, 
       the cost is paid immediately, but the effect happens on resolution.  
       If it is just a cost, no one can prevent you from paying it.
     Cannot choose to pay upkeep costs more than once even if you want to.
       [bethmo 5/30/94]
     In general, an upkeep cost must be paid if possible.  The exception is 
       that upkeep costs which require mana to be paid need not be paid unless
       the effect lists which sources of mana should be used. 
       [Duelist Magazine #3, Page 15]  Thus, the Lord of the Pit must be
       fed if possible.  The "or take 7 damage" only happens if you have no
       other creatures.  Force of Nature's payment is optional because it 
       requires mana and does not list a source. [Duelist Magazine #3, Page 15]
       Basically, you are not required to use an unavailable resource, and
       mana payments come from your mana pool (and not land or other sources)
       unless otherwise specified.  If you did have GGGG in your mana pool 
       when dealing with the Force of Nature's upkeep, you would have to pay
       it. [Aahz 11/15/94]
     If a card requiring upkeep costs is destroyed before the end of upkeep,
       no cost needs to be paid.  This is similar for cards that "leave play".
       For example, if a Doppelganger switches away from Lord of the Pit it
       need not pay the upkeep cost.  [Duelist Magazine #3, Page 15]
     If something happens which adds an upkeep cost during upkeep, it must be
       paid.  For example, if a Doppelganger becomes a Lord of the Pit, during
       upkeep, a creature must be sacrificed.  [Duelist Magazine #3, Page 15]
     If a creature has an upkeep cost, you may not use its fast effect before
       its upkeep is paid.  Demonic Hordes is an example. 
       [Duelist Magazine #3, Page 15]  As an extension to this, note that a 
       Sol Ring cannot be tapped to pay its own Energy Flux upkeep cost 
       because it cannot be tapped until after that cost is paid. 
       [Peterson 11/1/94]
     Cards which can be used during upkeep can only be used once.  The
       exception is cards with a cost associated with the usage (such as
       Life Chisel) in which case the cost may be paid multiple times if you
       can pay it. [Duelist Magazine #3, Page 14]

     You are not required to pay untap costs. [Duelist Magazine #3, Page 14]
     Untap costs only apply during upkeep.  Other means of untapping the card
       (such as Instill Energy) do not require the cost to be paid.
       [Duelist Magazine #3, Page 15]
     Cannot choose to pay untap costs more than once even if you want to.
       [bethmo 5/30/94]
     Must pay the entire untap cost on a creature or none of it.  For example,
       if an Island Fish had two Paralyze spells on it, you would have to pay
       the three blue mana plus 8 mana of any color to untap it.   
       [Aahz 6/6/94]

     Resolving cards which give benefits or cause problems is considered a
       fast effect.  For example, the Black Vise and Ivory Tower.  
       [Duelist Magazine #3, Page 15] It can be responded to or be done in 
       response to actions during upkeep. Note that it is unlikely that 
       another player can stop a beneficial effect, because once it is 
       declared the effect happens even if the card is destroyed. [Aahz 6/6/94]
     Cards that require you to do something to other cards do not prevent
       those other cards from being used prior to doing the somthing.  For
       example, Unstable Mutation adds a -1/-1 counter to a creature and this
       does not prevent you from using the creature prior to putting the
       counter on. [WotC Rules Team 11/16/94]
     If such a card leaves play during upkeep by being destroyed (or if it is
       a non-creature artifact, by being tapped) before it is declared, then 
       it has no effect (good or bad). [Aahz 6/6/94]
     All Limited and Unlimited edition cards which said to do things at the
       beginning of the turn or during the untap phase take place during the
       upkeep phase under the Revised rules. [PPG Page 110]

     Effects which happen "at the end of upkeep" happen last.  Once you start
       resolving these effects, only damage prevention can be used prior to
       the start of the draw phase.  [Duelist Magazine #3, Page 14]

  3. Draw a Card
     Fast effects may be used during this phase by any player. [PPG Page 35]
     Drawing a card is considered to be an instant-speed effect which can
       be responded to.  [WotC Rules Team 10/12/94]
     If you have no cards in your library to draw from, you lose the game.
       [Page 13]
     Any mana in mana pool at end of the Draw phase causes "mana burn". 
       [Page 17]
     Check for player death at end of phase. [Page 14]

  4. Main Phase
     May do the following in any order:
+      a. Cast a spell -- Do this step any number of times before or after 
                          other actions
       b. Play a land -- only one per turn before or after other actions
       c. Declare an attack -- only one per turn
     This is the only phase in which you may cast spells which are not fast
       effects.  Spell types include Sorcery, Summon, Enchantment, Artifact,
       Instant and Interrupt.
     Playing a land is a not a fast effect, so it cannot be done in reaction
       to something else.  [bethmo 6/6/94]
     You may play multiple lands if have Fastbond in play, but they can only
       be played when you could otherwise play a land. [bethmo]  They cannot
       be played in the same instant.  Play them sequentially.
     You only get one attack per turn.  [Page 13]  If you manage to untap
       creatures they cannot be used in that same turn to attack again.
     If a creature is forced to attack (due to a spell like Siren's Call or an
       effect like the Nettling Imp) the player must declare an attack that
       turn and send out the affected creature(s) if it is legal to do so.
       [PPG Page 224]
     Any mana in mana pool at end of the Main phase causes "mana burn". 
       [Page 17]
     Check for player death at end of phase. [Page 14]

  5. Discard
     Discard down to seven cards in your hand.  You may not discard if you
       have fewer than seven cards.
     Fast effects may be used during this phase by any player. [PPG Page 35]
     Any mana in mana pool at end of Discard phase causes "mana burn". 
       [Page 17]
     Check for player death at end of phase. [Page 14]

  6. Inform Opponent
     Declare that your turn is over.  Your opponent gets the chance to react
       by using fast effects.  You may do the same.  More than one batch of
       fast effects may be used.  The turn is not over until you both say you
       are done.  [Page 14]
     Any mana in mana pool at end of this phase causes "mana burn". [Page 17]
     Check for player death at end of phase. [Page 14]

  7. Heal Creatures
     Only spells which prevent damage, regenerate creatures, prevent "mana
       burn" or "gain one life when xxx" may be used during this phase.
     The following actions take place in the following order: 
       [WotC Rules Team 10/12/94]
       a. "at end of turn" effects happen.  You can choose the order.
          A damage prevention sub-phase (usually regeneration and such) can 
          happen due to this step.
       b. Damage is removed from creatures.  This is simultaneous with step c.
       c. All fast effects wear off (unless otherwise stated on the card) and
          all "until end of turn" effects wear off as well.  This is
          simultaneous.
     If any creature is reduced to zero or less toughness at this time, it
       dies and cannot successfully regenerate since it will immediately die
       again.
     If a creature has more than one "dies at end of turn" in effect on it,
       it still only dies once. [WotC Rules Team 11/16/94]
     There is no time between turns in which to take actions.  An action must
       take place before the end of one player's turn or wait until the upkeep
       of the next turn. [bethmo]
     Any mana in mana pool at end of this phase causes "mana burn". [Page 17]
     Check for player death at end of phase. [Page 14]

Attack Sequence:
----------------
  1. Declare intention to attack.
     Opponent gets the chance to use any fast effects or instants in response
       to this claim.  [PPG Page 72] They are not limited to a single
       instant's worth of effects.
     You are not required to say which player in a multiplayer game you are
       attacking.  You just need to say you want to attack. [D'Angelo 01/23/95]
     You are not forced to continue the attack at this time or to do a 
       "null attack" if you do not want to.  You can decide to continue with
       your main phase for a while. [WotC Rules Team 12/15/94]
     Any mana in mana pool causes "mana burn" before going to the next step. 
       [Page 17]
     Check for player death before going to the next step. [Page 14]

  2. Declare attackers by tapping them
     There are some creatures which do not tap when attacking.
     No spells or fast effects may be used during this step.
     Jade Statue and Brainwash both are activated during this step.  These
       are special exceptions to the no effects during this step.  Note that
       you can only tap mana and pay for these.  No other interrupts
       (not even Rust) can be used. [Aahz 01/27/95]
     You always attack your opponent and not your opponent's creatures. 
       [Page 27]
     Banding of attackers must be declared at this time and cannot be changed
       later. [PPG Page 86]
     You can declare the start of your attack and then attack with no
       creatures.  This is sort of a "null attack" which can be used to force
       the emptying of a mana pool or force your opponent to consider casting
       spells.  Note that if you declare such a "null attack" it is considered
       your one attack for that turn.  You are not mandated to declare any
       attack during a turn, but you may declare this kind of zero creature
       attack.  [PPG Page 73]
     Creatures cannot attack (or be tapped for a special ability) until that
       card or token begins your turn in play on your side.  This includes all
       possible ways of getting creatures: Summon, Animate, Resurrect, Living
       Lands, Control Magic, etc.  [Page 26]
     If a card or token starts your turn in play on your side, leaves your
       side and then returns in the same turn, you may use it. [bethmo]
     Cards which are animated during a turn may use their non-creature
       abilities even on the turn they become creatures, and may even attack
       if they began the turn in play on your side (creature or not)!  
       [WotC Rules Team]
     This is the only time that you check if the creature is allowed to attack
       (such as can only attack if opponent has Islands).  If any attack
       enablers are removed after this point, it does not make a 
       difference.  The creature is still an attacker. [D'Angelo 02/01/95]

  3. Fast effects can be used by either player.
     You are not limited to a single instant's worth of effects.
     This is the ideal time for the defender to eliminate attackers she does
       not want to deal with, or to enhance defenders (with Jump or such) to
       allow them to be used for defense.
     Remove any attackers which were killed from the combat (even if they
       regenerated). [Page 28]
     If a banded group (using Banding or Bands with Others ability) has its
       banding ability removed from one or more attackers during this step,
       it is possible to cause the band to split up into separate attackers.
       Once blockers are declared the band cannot be split.
       See the section on Banding in this document or the one on Bands with
       Others in the Legends Summary.

  4. Declare defenders
     No spells or fast effects are allowed during this step.
     Jade Statue is activated during this step.  This is a special exception
       to the no effects during this step.  Note that you can only tap mana 
       and pay for this.  No other interrupts (not even Rust) can be used. 
       [Aahz 01/27/95]
     Defending creatures do NOT tap.  This is one of the oldest myths of the
       game.  There is nothing in the rules that suggests that they are
       tapped, but a lot of people were taught that way.
     If any member of a banded group can be blocked, the group is blockable.
       [Page 32]
     Defenders do not band or group.  They can just decide to choose the same
       creature to block.  Defensive banding only helps during damage
       allocation.  [Page 33]  In fact, there is no choice about using banding
       among  a group of blockers blocking the same creature.  If a group of
       blockers has at least one banding creature at damage dealing time, the
       defender gets to distribute the damage. [bethmo]
     An attacking creature with an evasion ability (flying, xxxwalk, etc.) may
       not "turn off" the ability and choose to be blockable. [PPG Page 79]
     Once blockers are declared against a creature, it is blocked.  It remains
       blocked even if the blocking creature is killed or the block is made
       "illegal" by some action. [Page 28]  This means that if you cast Jump
       on your creature, that you do not get around the blocker or even avoid
       damage.
     The False Orders card is the only exception to this since it 
       retroactively changes the choice for one blocker.  [Snark]

  5. Fast effects can be used by either player.
     You are not limited to a single instant's worth of effects.
     This is the ideal time for the attacker to surprise the defender by using
       fast effects to make the creatures more powerful.  Howl from Beyond,
       Berserk, and built in creature abilities are good examples.
     Any "if not blocked" abilities of creatures are declared and resovled
       at this time.
     Remove any attackers and defenders which were killed from the combat
       (even if they regenerated). [Page 28] Note that if a defending creature
       is killed and removed from the combat that the attacker is still
       considered "blocked". [Page 28]

  6. Damage Dealing
     Resolve combat damage:
       a. Assign all First Strike creature damage simultaneously.
       b. Damage prevention is used after damage is assigned.  After damage
          prevention, dead creatures are removed to the graveyard. 
          (See Damage Resolution for detailed steps.)
       c. Assign all normal creature damage simultaneously.  Desert damage
          happens at this time. [bethmo] Basilisk and Cockatrice effects happen
          here as well, but wait until after affected creatures deal their
          damage. [Aahz]
       d. Damage prevention is used after damage is assigned and dead creatures
          are removed to the graveyard. (See Damage Resolution for detailed
          steps.)
       e. Resolve any "end of combat" effects.  These are mostly generated by 
          Legends and Dark cards like Infernal Medusa and Venom.  
       f. Damage resolution is done if any "end of combat" effects did things.
          Check for player death. [Page 14]

     If damage needs to be distributed among attackers or blockers due to
       group blocking, the attacker always distributes damage first.
       [WotC Rules Team 12/15/94]

  Each member of a Band of attackers is a separate source of damage. 
    Banding just allows a group to be blocked or let through as a whole,
    and for the ability to distribute damage.  It does not mean that the
    creatures act as one. [bethmo]
  If an defender becomes tapped (due to using a special ability or some
    other effect) before damage dealing, the creature is still in the
    combat and receives damage but does not deal any damage.  [Page 28]
  If an attacker gets untapped, it does not change its status in the combat
    at all.  All it does is allow the attacker to use its special ability
    or to remain untapped for blocking in the next player's turn. [bethmo]
+ If an attacker or blocker changes controllers during the attack phase, then
    it is removed from the combat entirely and does not return even if it
    reverts to its original controller. [Aahz 03/09/95]  Note that if you
    take control of an attacker prior to declaring blockers that you can 
    declare the creature as a blocker.
  Creatures with the ability to get "pumped up" by spending mana may choose
    to get more powerful at any time that fast effects may be used.  This
    can be done any number of times.
  Any mana in mana pool at end of Damage Dealing cause "mana burn". 
    [Page 17]

Understanding Damage:
---------------------
  Check for player death at the end of each phase, the beginning and end of
    the attack [Page 14]  This allows for Stream of Life and other
    sorceries to save the player.
  Enchantments on a creature which enhance the power of a creature do not
    change the color of the damage that creature does.  For example, a Fire
    Breathing Pegasus does White damage. [Page 35]
  Enchantments which do damage directly (i.e. Creature Bond, Pestilence,
    etc.) do damage of the color of the enchantment. [Page 35]
  Creatures can have negative power ratings due to a variety of reasons. 
    Such a creature does zero damage when attacking or defending.
+ Damage is compared to a creature's toughness.  You total up all damage
    done to a creature, and once it has more damage than it has toughness,
    it dies.  This means that if a 3/3 Hill Giant with Holy Strength
    (+1/+2 making it a 4/5 creature) takes 3 damage then later in the turn
    the Holy Strength gets Disenchanted, the Hill Giant will die of its 
    wounds because it is now just a 3/3 creature with 3 damage. [bethmo]
  Damage is not subtracted from toughness.  A 5 toughness creature with 4
    damage still has a toughness of 5 and will be worth 5 to a Diamond
    Valley. [bethmo]
  Animated lands do damage which is colorless.  Note that this is different
    from artifacts which do damage which is colorless and artifact
    in nature. [Peterson 10/14/94]
  Items and effects which cause damage to move from one target to another
    are called Damage Redirection effects.  These effects include 
    Personal Incarnation, Veteran Bodyguard, Jade Monolith, etc.  
  Trample damage is not technically damage redirection, but it follows the 
    rules for how redirected damage maintains its nature.  Note that 
    Whippoorwill, which prevents redirection, will not prevent Trample 
    damage from passing through. [Aahz 12/6/94]
  Redirected damage maintains its color, source and nature.  Nature
    includes any special effects that occur due to damaging.  For example,
    the Hypnotic Specter will cause a player to discard if any of its
    damage is redirected to the player.  [bethmo]
  The ability of Disintegrate to cause a creature to be removed from the
    game is not in the nature of the damage but on the target of the spell.
    [WotC Rules Team 2/7/94]
  If a creature is ever removed from play, all damage to it is immediately
    removed.  This includes creatures targeted by an Oubliette. 
    [WotC Rules Team 2/7/94]

Damage Resolution:
------------------
+ Damage resolution occurs at the following times:
    -- After resolving an effect which destroys or buries anything
    -- After resolving a group of effects in which anything was damaged
    -- After resolving a damage dealing step in which anything was damaged
  A damage resolution step occurs even if there is no hope of preventing
    the effect in question.  Often it is meaningless and can be ignored,
    but it is always there (much like upkeep phase).
  Damage prevention spells and effects cannot be used before the damage
    resolution.  They can only be used during such resolution.
  Note that only spells and effects specified may be used during damage
    resolution.  The use of "Gain 1 life if xxx" effects and interrupts are
    always allowed.
  Note that multiple damage resolutions may happen from a single batch of
    instants.  For example, player A taps a land with Psychic Venom to get 
    a point of red mana (resolve venom damage) then taps other lands for 
    more mana.  Player A then casts Fireball split to target 3 creatures... 
    one of which is a regenerating Fungusaur on player A's side.  Player B 
    is tired of the Fungusaur and casts Terror on it.  Both players say they
    are done with fast effects.  Terror resolves first and the Fungusaur is
    buried (damage resolution step here).  Then the Fireball is resolved
    and damage gets delivered to 2 creatures.  The third part of the
    Fireball fizzles.  Lastly, resolve damage from spells during the
    instant.  [Aahz 10/21/94]  (This is a REVERSAL of a reversal that showed
    up in a previous summary.  Apparently the changes are not yet through 
    the WotC Rules Team discussions.)
  If multiple creatures are damaged or destroyed at the same time, go
    through the damage resolution steps all at once, not one at a time.
  
  Here are the detailed steps to damage resolution:
    1. Damage Prevention & Redirection
      Only interrupts, or spells and effects which prevent or redirect damage
        can be used at this time.  "Gain 1 life when xxx" effects are also
        allowed.
      Do whatever you want to prevent damage to that target.  This includes
        Protection from Color (as given by Wards or by the card itself),
        Circles of Protection and damage prevention spells or effects.
      Prevention is targeted against the damage.
      When preventing damage, damage can be removed in any order.  This means
        you can remove Trample damage first and leave non-Trample damage, or
        remove damage of one color before damage of another color.  [bethmo]
      Unprevented damage is applied with non-Trample first and then Trample
        damage, so that there is the greatest chance of Trample working. 
        [Page 32]
      Apply any forms of damage redirection that are in use.  Trample damage in
        excess of a creature's toughness moves on to the defender.  Jade
        Monolith shunts  the remaining damage to the defender.  Defender can
        shunt damage using Personal Incarnation.  Damage to the player from an
        unblocked creature is transferred to the Veteran Bodyguard. Etc.
    2. Send Creatures to Graveyard
      Regeneration or destruction preventing spells and effects can be used in
        this step.
      Review the unprevented damage.  If the creature still has enough damage
        to be killed and it has the ability to regenerate, it may use that
        ability at this time.  (See Regeneration)
      Note that if a creature is "buried", "cannot regenerate" or "removed from
        game", it may not regenerate. [Page 34]
    3. Death Events Generated
      Any effect due to the creature going to the graveyard happens at this
        time.  This includes Vampires gathering tokens, use of a Soul Net,
        Creature Bond, etc.
      This is the step in which the Limited edition Fungusaur gains a counter
        for being damaged if it did not die. (See Fungusaur in the Card
        Rulings.)

Loss of Life:
-------------
  Loss of life is not the same as damage.  Only players have life points. 
    Creatures do not.  Life can be lost because you take damage, but it can
    also be lost directly due to spells and effects which do not cause
    damage.
  Because loss of life is not damage, it cannot be prevented with a Circle
    of Protection nor reversed with Reverse Damage. [bethmo]
  There is no way to prevent the loss of life caused directly by spells and
    effects.  Only damage can be prevented. [PPG Page 113]
  Note that the Conservator has been clarified to mean that it prevents
    damage to a player which would result in loss of life, and that
    Forcefield has been clarified to not prevent one damage rather than
    cause one loss of life. [PPG Page 113]
  Loss of Life in general does not have color associated with it. [FAQ]

Mana Burn:
----------
  Mana burn is the damage caused by having extra mana in your pool at the
    end of each phase during your turn or the beginning or end of an
    attack.  You take 1 colorless damage for each mana left in your pool. 
    [Page 17]
  Since it is damage, it can be prevented or redirected normally. 
    [Peterson 12/15/94]
  Mana burn is a single action which uses all the mana in your pool.  You
    cannot use some of the mana to prevent the rest from harming you.  You
    can use other mana sources to cast spells to prevent the loss of life,
    though. [WotC Rules Team]

Banding:
--------
  Attacker needs all-but-one creature to have banding ability in order to
    band. Defender needs only one creature to have banding ability in order
    to band.  [Page 32]
  Banding consists of two separate abilities, which can be referred to as
    "mutual assistance" and "damage sharing".  [PPG Page 86]
  Mutual assistance only applies when declaring attackers.  At this time
    you may group any set of creatures so long as all of them, or
    all-but-one of them have Banding.  You may not add or subtract
    creatures from the group after this.  The "assistance" is an agreement
    that if any member is blocked, the whole group will stop and gang up on
    whatever did the blocking.
  Damage sharing applies only when damage is assigned.  This part of the
    ability applies to attackers and defenders and allows the side(s) with
    Banding in their group to distribute damage.
  If the defender has any banding creatures in a group, then they do not
    have the option of not banding.  Just by being present, a banding
    creature gives the defender the ability to decide how damage is divided
    up. [bethmo]
  Grouping for defense or banding in defense or attack, does not change the
    actual power, nature, or color of the creatures attacking.  When damage
    gets distributed, the damage still has color and may have Trample or
    other special abilities. [PPG Page 87]
  Creatures do not "band for defense".  Defending creatures may choose to
    group up against an attacker (or attacking band) at any time.  Banding
    is not necessary to group up against an attacker.  Only the "damage
    sharing" ability applies to defenders. [PPG Page 88]
    Damage may be divided up among a banded group any way you want to.  You
    can give all of it to one creature or any other way you want. [bethmo]
  Assigning more damage to a creature than it can survive is allowed. 
    [Page 33]  If the extra damage assigned to a creature is Trample
    damage, it does go past and damages the defending player.
  If Banding is removed after attackers are declared but before blockers are, 
    then it is possible to split the band into pieces.  Reconsider the 
    assignment of the band at this time.  If a creature must exit the band,
    the attacker may decide which creature it is.  This creature becomes a
    lone attacker.
  If Banding is removed after blockers are declared, the attackers are still 
    considered as Banded for attack purposes, but that at least one member of
    the band must still have Banding at damage dealing time to maintain the
    right to distribute damage as desired.
  If a Banding creature in a defending group is killed before damage dealing
    and it regenerates so that it is still in play, it can still contribute
    the ability for a defender to distribute damage among the remaining
    defenders.  Damage cannot be assigned to the regenerated creature, 
    however. [WotC Rules Team 9/15/94]
  Common misconceptions: [bethmo]
    -- That a Pegasus banded with Invisible Zombies loses its flying ability.
       This is false.  The banded group can be blocked by either a flying
       creature (which can block the Pegasus) or a Wall (which can block the
       Zombies).
    -- That a Pegasus banded with Invisible Zombies can only be blocked by a
       flying Wall.  Again, false.
    -- That I can band a War Mammoth with a Pegasus to block a flying
       creature.  This is VERY wrong.  Only creatures which can block an
       attacker as an individual may block the attacker.  You do not "band for
       defense" (see above)

Trample:
--------
  If a Trample creature is blocked by an unbanded group, the player may
    assign all of the damage to one of the blockers and by means of Trample
    do damage in excess of the blocker's toughness to the player. 
    [Page 29]
  If a mix of Trample and non-Trample damage are involved, non-Trample
    damage is assigned first, and Trample damage is assigned afterwards.
    [Page 31]
  A creature with Trample ability which has its blocker removed is still
    blocked but all the damage that creature would do goes through to the
    defender after trampling the non-existent blocker. [Page 32]
  Defenders do not get to use Trample ability.  Only attackers. 
    [PPG Page 85]

Going to the Graveyard:
-----------------------
  Dies/destroyed/sent-to-graveyard mean the same thing.  All count as death
    events for spells that detect them. [bethmo]
  "Buried" means destroyed and cannot be regenerated. [PPG Page 90]
  The term "discarded" was used on cards to mean several different things. 
    Cards which say "discarded" from play or something to that effect
    should be treated as if they say "destroyed".   Cards which say "when X
    is discarded" should be treated as if they say "when X is removed from
    play". [PPG Page 113]
  Once sent to the graveyard, a card "forgets" all enchantments and things
    that happened to it. [Page 35]  This includes any changes to the text
    by cards like Magical Hack or Purelace, or tokens it might have
    accumulated.
  If a creature goes to the graveyard and then is brought back into play in
    the same turn it is treated as if it is a new creature and not as if it
    was in play at the beginning of your turn.  Creatures really do forget
    everything when they go to the graveyard. [bethmo 05/03/94]
  If a creature is "removed from the game" by some effect, it cannot be
    regenerated.  Also, all enchantments on it are put in the graveyard. 
    [PPG Page 91]
  A creature is "on its way to the graveyard" if it has enough damage on it
    to kill it.  Note that damage is not actually on a creature until
    damage dealing (during an attack) or each effect damaging it are
    resolved.
  A creature which is scheduled to be "destroyed at end of turn" or to be
    destroyed at the end of an attack because it blocked a Basilisk is not
    considered to be "on its way to the graveyard".

Regeneration:
-------------
  Regeneration means prevention of sending the card to the graveyard.
  When a creature is regenerated, all enchantments and whatnot remain on
    the card, and the card becomes tapped (if it was not already tapped).
    Also, the creature is reset to having zero damage done to it. 
    [PPG Page 81]
  Tapping the creature is not a cost of Regeneration... it is an effect.
  Regeneration abilities and spells must be used at the time the creature
    would be sent to the graveyard. [PPG Page 81]
  Cannot regenerate a creature which is "buried" or "removed from the
    game". [Page 31]
  Regeneration does not remove any "will die at end of turn" or similar
   such fates hanging over creatures.

Protection from Color:
----------------------
  Protection from a color means that a creature:
    1.	Reduces damage of <Color> to zero.
    2.	Cannot be blocked by <Color> creatures.
    3.	Cannot be targeted by <Color> effects or spells, but it may be
        affected by spells or effects of that color which do not target it
        specifically.
    4.	Has any enchantments of <Color> removed
        Protection from Color does not protect creatures from general
        enchantments or spells.  So a creature with Red Ward still uses Orcish
        Oriflamme. [Page 20]
+ Note that none of these abilities override any of the others.  Even though
    a creature with Proection from Black can be damaged by Pestilence (which
    is not targeted), damage will still be reduced to zero by ability #1.
    [D'Angelo 02/15/95]
  Protection from Color does not stop damage prevention spells from
    working. Damage prevention spells target the damage and not the
    creature.  [PPG Page 89] For example, you can use a Healing Salve to
    remove damage from a creature with Protection from White.
  Protection from Color does not protect creatures from being sacrificed
    (even from spells or effects of the appropriate color).  Sacrificing is
    not considered a targeted effect.
  "Destroys self" is considered a sacrifice. [WotC Rules Team 1/29/94]
  The "cannot be blocked by <color> creatures" ability is an absolute
    statement.  The creature cannot even be blocked by creatures of <color>
    which have Protection from the appropriate color.  So, a Black Knight
    and a White Knight cannot meet each other in combat.
  Ward spells grant Protection from Color abilities to the creature.  They
    do not prevent the Ward or other enchantments on the creature from
    being affected. [bethmo]
  When deciding if a spell or effect targets a creature with Protection
    from Color ability or if it is a general effect, just ask if the player
    using the effect at any time chooses cards which are affected.  If no
    choice is made, then it is a general effect, if at least once a card or
    target must be specified, then it is a targeted effect. [bethmo]
  Choosing defenders is not a choice that makes something a targeted
    effect.  Hence abilities which affect creatures "blocking" or "blocked
    by" a creature are not targeted and are not stopped by Protection.  For
    example, a Green Ward will not save a creature from being destroyed by
    the Thicket Basilisk. [WotC Rules Team 2/7/94]
  A Protection from Color ability does not work for a creature while it is
    in the graveyard.  Hence a White Knight can have Animate Dead cast on
    it and a Black Knight can be Resurrected.  [bethmo]  Note that the
    White Knight would immediately dispel the Animate Dead and go back to
    the graveyard, but the example still holds.

Walls:
------
  Walls are in all senses creatures.  They are affected by any spell or
    effect which affects creatures (including Paralyze, Terror, Creature
    Bond, and so on).  [Page 26]
  Walls cannot attack even if power is greater than zero.  If Animate Wall
    is used on them, they may attack even if power is zero. [Page 26]

Artifact Creatures:
-------------------
  Artifact Creatures cannot attack the turn in which they are put into play
    or do any action which would cause them to be tapped.  They have all
    the limitations that regular creatures do.  [Page 22]
  The effects and abilities of artifact creatures can be used even when the
    creature is tapped (as long as tapping is not part of the use cost).
    [WotC Rules Team]
  The artifact quality of a card has nothing to do with its color.  If you
    Chaoslace an artifact, it is now a red artifact.  [bethmo]

Token Creatures:
----------------
  Creatures represented by tokens are not "cards" in the game sense.  This
    means that they cannot be targeted by spells which specify a card (like
    City in a Bottle, Red Elemental Blast, and Desert Twister).  
    [PPG Page 55]
  Token creatures are also removed from the game entirely if they are ever
    Unsummoned, destroyed, or otherwise removed from play. [PPG Page 55] 
    Before leaving the game, they actually do go to the graveyard or player's
    hand very breifly (they leave the game at faster than interrupt speed
    thereafter).  Trips to the graveyard can be used by Soul Net and
    other cards. [Aahz 7/27/94]  (This is a REVERSAL of a previous ruling
    and overrides the ruling on page 15 of Duelist Magazine #2)
  Token creature are considered to have a zero casting cost. 
    [Duelist Magazine #2, page 15]  Note that this is true even if a cost 
    was paid to generate the token creature (i.e. a Wasp from the Hive).
  A Clone (or other copy card used on a token creature) is a card and not a
    token, so the copy ignores any text on the card which created the token
    which spells out the token creature rules.
  Token creatures are not considered to have expansion symbols on them so
    they ignore "expansion killer" cards like City in a Bottle or
    Golgothian Sylex.

Face Down Cards:
----------------
  Face down creatures (hidden by Camouflage or Illusionary Mask) still have
    any tokens they have on top of the creature.  Some creatures are just
    not very disguisable. [bethmo]
  Face down creatures have their enchantments turned over as well, but the
    number of enchantments is still visible. [bethmo]
  Face down token creatures need not still be shown as tokens in play.  You
    can use cards to mark them so your opponent cannot tell them apart.
    [WotC Rules Team 12/15/94]
  Continuous effects of face down creatures still take effect.  If you have
    a face down Goblin King, you should tell your opponent that his Goblins
    are 2/2 creatures now.  Again, these creatures are hard to disguise.
  All you really know about a face down card is what kind of spell it is. 
    Usually, it is a creature.  This means that you may target any spell
    which targets creatures at the card.  If the target turns out not to be
    valid (for example, you try to Terror a black creature) the spell will
    fizzle. [PPG Page 57]  This rule applies even if you have more
    knowledge, such as knowing that your opponent is playing an all black
    deck!
  If a face down creature is controlled by Control Magic or other means by
    another player, it remains face down but the new controller may look at
    the card.
  A Clone or Doppelganger can be made of a face down creature.  You
    opponent does not need to tell you anything about your creature's
    power/toughness or abilities.  The opponent must, however, inform you
    of the results of actions you take (i.e. how much damage was done, or
    whether tapping the creature allows you some special ability). 
    [bethmo]

Copy Cards:
-----------
+ Cards which copy other cards include Clone, Doppelganger, Dance of Many,
    and Copy Artifact.
  All such spells target the thing they are copying and cannot be brought
    into play without a legal target. [WotC Rules Team]
  All copy cards are targeted effects.  If the target becomes invalid
    after declaration but before resolution, the spell fizzles.
    [WotC Rules Team 02/09/95]  (This is a REVERSAL of a REVERSAL made
    last November)
  A Doppelganger changing forms is also a targeted effect and follows the
    same rule as the normal casting.  [Peterson 11/07/94]
  Clone and Doppelganger can only copy permanents created by a "Summon" or
    "Artifact Creature" spell, or tokens that inherently count as
    creatures.  They may not copy permanents which are only creatures due
    to some sort of animation such as Animate Dead.  [WotC Rules Team]
  Copy Artifact can only copy permanents created by "Artifact" or "Artifact
    Creature" spells, or tokens that inherently count as artifacts.  They
    may not copy permanents which are only artifacts due to some other
    effect. [WotC Rules Team]
  The casting cost is one of the characteristics which is copied.  This means
    that Sacrificing a Clone of a Lord of the Pit would give you seven black
    mana. [WotC Rules Team 7/27/94]
  The copy of an artifact creature is an artifact creature.  In other words,
    "artifactness" is a characteristic.
  The name is a normal characteristic and is copied.  For example, a Clone
    of a Plague Rat counts towards the number of Plague Rats in play.
    [WotC Rules Team 7/27/94]
  They come into play in the same tapped/untapped state as the target 
    would have when cast.  [WotC Rules Team]
  They do not copy the "expansion symbol" on a card. [WotC Rules Team]
  They remain cards even when copying a token. [WotC Rules Team]
  If a card being copied has variable forms or characteristics (set at
    casting or changeable during play), the copy will be of the current
    form.  If the form is changeable, then the copy may change at a later
    time as per the characteristics of the card that was copied. 
    [Aahz 6/6/94]
  They copy on the base creature/artifact and not any enchantments or
    counters on it, regardless of whether the counters are due to natural
    abilities of the creature/artifact or of other spells. 
    [WotC Rules Team] This means that a copy of a Rock Hydra with 6 heads 
    will be a zero headed Hydra (and will most likely die immediately).  
  The copy does get tokens when the copy card is cast if the card being
    copied gets tokens when it is normally cast.  This goes for the
    Tetravus, Triskelion, Clockwork Beast and Clockwork Avian.  The
    Doppelganger does not get any tokens when switching to one of these
    creatures.  Copies of creatures (such as the Rock Hydra) which get 
    tokens due to some part of the casting cost do not get tokens.
    [WotC Rules Team 7/27/94]
  The effects of Sleight of Mind, xxxxLace, and Magical Hack affect the
    characteristics of the card and so copies of that card will also have
    the same change.  For example, a copy of a Hacked Nightmare to be based
    on Islands will also be based on Islands. [Duelist Magazine #3, Page 22]
    This is a REVERSAL of a previous ruling which said that these effects
    generated counters and that counters were not copied.
  Permanent effects which use counters are not copied, so Ashnod's Transmogrant
    Aisling Leprechaun and other effects are not copied. 
    [WotC Rules Team 7/27/94]
  Permanent effects played on the copy card override the characteristics it
    is copying.  For example, if a Doppelganger is modified with Ashnod's
    Transmogrant, it will act as a Tranmografied version of the creature it
    copies even if it changes creatures. [Aahz 8/8/94]
  Text on the original copy card remains active even though the card copies
    the text (and other characteristics) of a permanent in play.  Any 
    abilities or restrictions in the copy card's text stay in effect.
    [D'Angelo 01/24/95]


Paying Artifact and Enchantment Costs:
--------------------------------------
  An activation cost is anything listed as "xxx : effect".  This usually can 
    involve tapping, sacrifices, and mana.
  Enchantments with activation costs, such as Pestilence, may be powered
    for any amount as a single activation, or used in single changes, at
    the controllers discretion. [WotC Rules Team]  For example, you can put
    four black mana into a Pestilence and do one packet of four damage or
    divide it up into as many packets of damage as desired.
  Artifacts which do not have tapping as part of their activation cost (and
    which are not triggered off an event) may be powered for multiple times
    at once.  This counts as a single activation of the artifact.  If it
    does damage, like the Rocket Launcher, the damage arrives in one chunk.
    [WotC Rules Team]
  Effects that make an Enchantment or Artifact activation more expensive only
    apply once per activation.  For example, if Gloom (Revised Edition) were 
    in play and Holy Armor was pumped up 5 times in one activation, you would
    only have to pay 8 mana ((5*1)+3) for the +0/+5 bonus, and not 20 mana 
    (5*(1+3). [Aahz 02/05/95]
  Artifacts or enchantments that require a cost be paid to use the card
    must have the cost paid directly.  The cost cannot be used by more than
    one card.  For example, skipping one turn will not untap 2 Time
    Vaults.
  A sacrifice is a cost that cannot be prevented using regeneration, or any
    other means. [Page 21]
  Artifacts that do something based on an event (like "gain 1 life when
    black spell is cast(1)") can only be used once per event, but multiple
    artifacts or enchantments can catch the same event. [PPG Page 62]  This
    is spelled out on the Revised edition cards.
  Paying an artifact or enchantment use cost is not considered to be
    "casting a spell" and so it cannot be countered by something which
    counters a spell (such as Counterspell, Deathgrip, etc.) [bethmo]
  The "gain 1 life when xxx" effects are usable up until the end of the
    current turn. [Duelist Magazine #3, Page 22]  This one has flopped 
    around a bit between end of turn and the declaration of a non-fast 
    effect or end of phase.  Consider it resolved now.
  You are not allowed to use this ability of a card to trigger off something 
    that happened before it entered play.  This means that it is not possible 
    to use the Urza's Chalice just after you cast it to get a life. 
    [Aahz 7/27/94] (This is a REVERSAL of a previous ruling)  Note that cards
    that detect everything that happens during a turn are affected by things
    that happened before they entered play as long as it is during that turn.
  The Limited and Unlimited edition used the term "Mono Artifact" to mean
    that the artifact had "Tap" as part of the activation cost.  The terms
    "Poly Artifact" and "Continuous Artifact" applied to artifacts which
    did not require tapping when used.

Control Issues:
---------------
  The owner of a card is the one who brought it to the table.  The
    controller is usually the one who cast the spell (but cards can change
    controller). The caster is the one who cast the spell. [Page 18]
  The caster of an enchantment is forever considered its controller.  There
    are currently no cards which change the ownership of an enchantment. 
    Only the controller can pay costs associated with an enchantment
    (unless otherwise specified on the card). [page 23]  This means that if
    a spell like Regeneration is placed on an opponent's creature (or is
    later found to be on an opponent's creature because he/she used Control
    Magic to steal the creature from your control), that you_not your
    opponent_can power the Regeneration ability.
  Controlled creatures count as yours for all cards that say "your" in the
    effects (including Sacrifice and Diamond Valley).  [Snark]

Timing Issues:
--------------
  Fast effects can be used during any player's turn. [Page 25]
  Unless otherwise stated, tapping a creature or other card in play to use
    its special ability is a instant-speed fast-effect. [bethmo]
  Only tapping land for mana works at interrupt speed.  Tapping a land for
    any other effect is an instant (unless the card says otherwise).
    [bethmo]
  You cannot respond to an interrupt with a non-interrupt. [Aahz 10/21/94]
  Your opponent is allowed to cast spells during your turn.
  Your opponent is allowed to respond to any action with fast effects. 
    Such actions include:  Casting of any spell regardless of type, End of
    any phase, and Start of Attack phase.
  Note that there is no difference in the speed of casting a spell or using 
    an effect.  A Sorcery is not a "fast effect" according to the rules, 
    but that does not mean it is slower than a "fast effect".  The term 
    "fast effect" only means that it can be used on your opponent's turn, 
    not that it is faster! [Duelist Magazine #3, Page 22]
+ All spell or effect costs are paid during the declaration of the spell or
    effect.  This includes mana, tapping and sacrifice costs. [Page 21]
  You must tap and have all mana necessary for a spell or effect before you
    declare it.  You cannot interrupt a spell or effect declaration in order
    to tap for mana. [Aahz 01/12/95]  This means that if someone manages
    to counter some of your mana drawing, by using Rust on your Sol Ring,
    that you may be caught with mana in your pool and be unable to cast the
    spell or use the effect that you planned to use.
  Sacrifices are made during the declaration and death events due to these
    sacrifices (for use by Soul Net or such) happen immediately following the
    declaration but prior to allowing interrupts to be declared on that
    spell or effect.  [Aahz 01/12/95]
  A spell does not really exist and an effect from a permanent is not
    activated until it has been fully declared.  This means that all costs 
    have been paid and all decisions have been made (targets, etc.).  
    A spell or effect cannot be interrupted until all of this is done.
    [Aahz 01/12/95]

  Spells are grouped into "stacks".  A "stack" is started by either a spell or 
    a fast effect generated from a permanent.  The player whose turn it is 
    goes first in declaring spells and effects to go on this stack if they 
    want to. [Page 36]  Note that the player can go first even if the spell 
    they want to cast is a non-fast effect and the opponent has a fast effect. 
    [Duelist Magazine #3, Page 22]
  Once a stack is started, either player may declare additional fast effects 
    to add to the stack.  As always, if both want to add an effect, the player
    whose turn it is can go first. [Page 36]
  A spell which will not become a permanent goes the graveyard once it has been
    resolved or countered.  It does not go when declared. 
    [WotC Rules Team 02/09/95]  This is a REVERSAL of a ruling that was in here
    previously that had spells going immediately when declared.
  When both players say they are done adding effects, spell resolution happens.
    Resolution happens in last-to-first order.  Damage is not resolved until
    after all effects have been resolved. [Page 37]  
  It is not possible to interrupt the resolution step in any way.  You cannot 
    cast spells or use effects of any sort at this time.  The only exception 
    is that you can use effects which modify drawing and discarding like 
    Aladdin's Lamp and Jandor's Ring when resolving a draw. [Aahz 11/30/94]
    Some spells can be used during damage prevention, but that happens after
    all spells in the stack fully resolve. [Aahz 12/13/94]
  It is possible for a spell to fail in resolution because its target is made
    illegal.  Targeted spells check their target for validity when they resolve
    and will fizzle if it is not valid.
  Damage due to a stack is applied when the spell or effect is resovled, but
    there is no damage resolution and prevention phase until after all effects
    in the "stack" have been resolved. [bethmo 6/15/94]
  Note that creatures check for zero toughness, lack of islands in play, and
    so on after the end of each effect's resolution.  If an effect has
    multiple parts (such as Balance), resolve all parts before checking.
    [WotC Rules Team 11/16/94]

+ Interrupts do not start a "stack" of spells or add to a "stack" of spells.
    They are used to modify a spell on the "stack" or to modify another
    interrupt.  Spells that are countered are removed from the stack.  
  Interrupts can target only the most recent spell on the spell stack, or
    another interrupt, or a permanent.  You may not interrupt a given spell 
    once another spell is placed on the spell stack.  [Aahz 01/26/95]
+ Interrupts are resolved immediately unless they in turn are interrupted.
    When resolved, make any changes to cards in play, interrupts in progress,
     or the spell "stack" as necessary.
  If more than one interrupt to a given spell is cast, all of the interrupts 
    declared by the caster of the spell being interrupted resolve in the 
    order he declared them.  Then the other player's interrupts all resolve 
    in the order that she declared them.  [Page 37]  This seems kinda weird 
    at times.  Note that this is the caster of the current spell and _not_ 
    the current player.
+ The rule about order of resolution is an absolute one.  All interrupts
    by the caster of the spell/effect being interrupted must resolve before
    any of the opponent's interrupts to the spell/effect.  Once one of the
    opponent's interrupts resolves, the caster can no longer interrupt their
    own spell/effect any more. [WotC Rules Team 11/16/94]
+ Because tapping land for mana is an interrupt, once the other player's
    tapping for mana is allowed to resolve, which will happen before the
    other player announces their interrupt spell/effect, the caster of the
    spell/effect can no longer interrupt their spell/effect.  This results
    in a situation where the caster announces interrupts and they resolve
    and then the opponent announces interrupts and they resolve. 
+ If an interrupt targets another interrupt, it will always take
    precedence.  When an interrupt is interrupted, wait for all interrupts
    to that interrupt to be resolved and then resolve the original interrupt.
  Fork is a special case interrupt since it adds a spell to the stack.  If
    you are Forking a spell that you cast, then your Fork will go before your 
    opponent's interrupts and will always make a successful copy.  If the
    original is countered after that point, the copy still exists.  If you
    are Forking your opponent's spell, then they can possibly counter the
    original before the Fork resolves and cause it to fizzle.
  Once a Fork is completed, the new copy is placed on top of the current stack.
    The copy will resolve before the original. [bethmo 5/3/94]
  Note that the copy created by the Fork is never actually cast and so it
    cannot be the target of interrupts.  It is just the result of the casting
    of Fork. [Aahz 12/14/94]

Which Effect Wins:
------------------
  The rule for effects is that the most recent one takes precedence.  For
    example, if Earthbind is placed on a creature and then Flight is placed
    on the creature, the Flight will take precedence because it is last.
    [PPG Page 220]
  This goes for continuous effects as well.  If Gravity Sphere is put into
    play, it removes Flying ability from all creatures in play.  If a Flight
    spell were placed on the creature after that, the Flight would have
    precedence because it took effect more recently.  [bethmo 6/29/94]
  If the source of an effect is removed, reapply the effects in order of
    casting.  This does not happen often but is theoretically possible.
    For example, if you cast a Conversion spell to change all Mountains into
    Plains and then used Magical Hack on a second Conversion spell to
    turn all Mountains into Forests, the first one would be applied and turn
    them all into Plains.  The second one would find no Mountains in play,
    so it would do nothing.  Later, if the first one were removed, the 
    second one would immediately discover the Mountains and convert them to
    Forests. [bethmo 6/29/94]

Countering Spells:
------------------
  A countered spell is placed in the owner's graveyard and all mana (or
    other costs such as sacrifices) used for the casting are wasted.  
    [PPG Page 99]
  Once a spell (or fast effect) is declared, the mana is spent even if the
    spell fizzles, is counterspelled, or made illegal by some other action.
    [PPG Page 99]
  If a spell is countered, it is not considered to have been "cast".  This
    means that you cannot use effects which say "Gain one life if xxx is
    cast" or any similar effect. [Aahz]
  Note that it is polite to not counterspell until the person declares how
    much mana is actually in that X damage spell, or otherwise finishes
    what they're doing.  Do not interrupt a player... interrupts are played
    AFTER an action.
  There are currently few spells which will counter a fast effect. 
    Interrupts may be used to counter spells, but once a fast effect is
    declared, it may only be stopped by an interrupt which specifically says
    it counters the effect (and not a spell).

Spell Casting Issues:
---------------------
  Casting a spell means playing a non-Land card from your hand.  [Page 17]
    Using abilities of creatures, artifacts or enchantments are not
    spells.
  You may announce a spell then tap mana, or tap mana and then announce a
    spell.  Both ways are legal.  [bethmo]
  Once a person starts to cast a spell by tapping mana or by putting a card
    out of their hand onto the table, the casting cannot be interrupted
    until all decisions and costs related to that spell are complete.  This
    includes the expenditure of the mana, choice of any targets, etc.  
    [PPG Page 97]
  Spells with an X cost can legally be cast with zero as the X. [Page 19]
  Spells with an X cost are declared when they are cast as to how much mana
    is in them.  This amount cannot be increased or decreased after it is
    declared.  [Page 19]
  An enchantment is either cast on a target, or it is played in your
    territory.   No enchantment is played on another player. [Page 23]
  The Nether Shadow's ability to return to play is neither a spell nor a
    summoning. [bethmo 5/14/94]

Targeting:
----------
  Any spell which lets you pick a target (as opposed to a "target something")
    can be aimed at any player or creature. [bethmo 9/22/94]  This seems
    to be one of those unwritten rules.
  You may not cast a targeted spell unless it is aimed at a legal target.
    Spells like Hurricane and Wrath of God are not targeted, but Lightning
    Bolt and Terror are. [Page 20]
  Spells which target "all" of something can be played even if there is
    none of the somethings available.  For example, you can use Flashfires
    even if no Plains are in play.  This is because the spell does not
    require a target  to act upon.  It just does something. [Page 20]
  Combat damage and effects are not targeted.  This means that the Basilisk
    gaze, Battering Ram ability, Aisling Leprechaun, and others are not
    targeted abilities and will therefore not be prevented by Protection
    from Color or other "you can't target me" effects.
  If a card reads "a xxx" or "any xxx" it means "any one xxx in play, no
    matter who it belongs to."  [bethmo]
  No spell or effect (other than the Ring of Ma'ruf) can target a card
    which is outside of the game.  Very few spells can select a card which
    is in the Graveyard, the Library (where you draw cards from), the Ante,
    or from someone's hand.  These cards are specifically worded to do
    that.
  A card cannot be acted upon until it is successfully cast.  For example,
    if City in a Bottle is being cast, you cannot disenchant it until the
    Instant after it enters play.  This means it will have its full effect
    before you can do anything. [Page 21]
  Spells that target "attacking" or "defending" creatures may only be used
    during an attack. [bethmo]  If they are untargeted spells, they may be
    used at any time. [Aahz]
  Spells which are targeted must have a valid target when declared and when
    resolved.  If the target is no longer valid when resolved, then the
    spell (or effect) fizzles.  [PPG Page 99]  For example: If the target
    is destroyed and removed prior to the effect; If a creature ends up
    untapped after the Royal Assassin targets it (from Instill Energy or
    Twiddle); If a creature leaves combat after a Desert targets it.  There
    are many other occurrences.  Watch for them.
  Interrupts can be used to modify of a spell or card as the card is being
    put into play.  This modification cannot make an illegal choice of
    target into a legal one but it can make a legal target illegal and
    fizzle the spell.  This means that you cannot cast an Elemental Blast
    at a card of the wrong color with the intention of using Sleight of
    Mind on it the next moment.  [bethmo]
  If a spell has multiple targets and one of the targets is removed from
    play, only that one portion of the spell fizzles out.  The rest of the
    targets are affected normally.  Also, if a Fireball is used on 3
    targets and one is Unsummoned, the damage is still spread between the 3
    targets with one target's damage fizzling out. [PPG Page 100]
  Spells which tap or untap a card can only target cards which are in the
    appropriate state (tapped or untapped).  If the card changes state before
    resolving the effect, the effect fizzles.  So, you cannot use the Icy
    Manipulator on a tapped card just to waste mana. [Aahz 7/27/94]
  Spells which affect a card which is not in play (such as the graveyard,
    library or player's hand) are not targeted.  [Aahz 9/20/94]
  Spells which fizzle out (due to target disappearing or whatever) are
    still considered "successfully cast" even though they have no effect.
    [bethmo 5/30/94]
  Enchantments on a permanent only target the permanent when cast.  Once in
    play, they no longer target that pemanent when using the ability on them.
    For example, Firebreathing does not target the creature to give it +1/+0 
    and Regeneration does not target the creature when it is used.
    [WotC Rules Team 02/09/95]

Casting Cost:
-------------
  The "casting cost" of a spell is number of mana points, regardless of
    color which are specified in the upper right hand corner of the card. 
    [Page 19]
  If there is an 'X' in the cost, consider the amount paid in 'X' to be
    part of the cost during casting, but to be zero after the card is
    successfully cast. [PPG Page 56]
  The "casting cost" does not include any extra mana that was spent to
    overcome obstacles like Gloom or Power Sink. [bethmo]
  Nothing can increase the cost to cast an already-cast spell.  For
    example, you cannot Sleight of Mind a Gloom enchantment to make green
    spells cost 3 more after a green spell is cast and expect 3 extra mana
    to have to be spent. [bethmo]
  Token creatures and animated lands have casting costs of zero. [bethmo]
  Creatures with Animate Dead have a casting cost equal to their original
    cost, not that of Animate Dead. [bethmo]

Color of a Spell:
-----------------
  The color of a spell is the color of mana specified in the casting cost. 
    The background color of the card is used only as an aid.  [PPG Page 93]
    The error with the Serendib Efreet in the Revised Edition has a green
    background color, but the card is blue because the casting cost
    includes blue mana.
  If a spell has more than one color of mana in its casting cost, it is
    considered to be of all the specified colors. [bethmo 6/4/94]  This is
    much like a multiland being two kinds of basic land.  So, a Legend card
    which takes red and black mana to cast is considered to be both red and 
    black.  It would therefore be immune to Terror (which cannot target
    black) and could have its damage prevented with a Circle of Protection
    of either color.
  A card with more than one color can be xxxxLaced to be a single color.
    [Duelist Magazine #2, page 7]

Multiplayer Issues:
-------------------
  In multiplayer games, cards which read "both players" affect all players.
     [Snark]
  If a card reads "each upkeep" or "each turn", it means each of your
    upkeep phases or each of your turns.  If the card affects multiple
    players, it affects each player during his (or her) upkeep or turn.
  In most multiplayer rule sets, if a player is killed, all of that
    player's cards are immediately removed from the game.

  Opponent is defined as any player other than yourself.
  In team play, opponent should not include your teammates.
    [WotC Rules Team 01/10/95]
  A permanent that targets a player as a continuous effect has a single
    player chosen when it is cast.  This player choice cannot be changed 
    even if the permanent changes control.  If the target player leaves the 
    game then the permanent becomes useless but stays in play.
    [WotC Rules Team 01/10/95]
  A permanent that targets a player when it is activated may choose a player 
    each time it is used. [WotC Rules Team 01/10/95]
  A permanent that says "opponent's choice" allows you to choose an opponent
    each time the choice needs to be made.  Examples are Demonic Hordes and
    Clergy of the Holy Nimbus. [WotC Rules Team 01/10/95]


Other Stuff:
------------
  If a card says that you must pay mana or bad things happen, the mana
    expenditure is not mandatory unless the card specifies exactly what
    sources of mana should be used.  For example, Power Sink specifies
    lands and mana pool, so you *must* spend the mana.  Demonic Hordes,
    Force of Nature, Stasis, etc. do not specify and so are optional.
    [Aahz]
  If an enchantment becomes invalid after it enters play, it is immediately
    removed. [Page 23]
  A player can concede at any time and loses any ante they have put up.
    [bethmo]
  You lose if you try to draw a card from your library because a spell is
    cast on you and you can't because the library has no more cards. 
    [Page 14]
  When a card comes from the graveyard back into play (for example by
    Animate Dead or Resurrection), any features which are normally set at
    summoning time are set as if it was just summoned.  If the creature has
    an X in the casting cost, X is zero.  So, Clockwork Beast comes out
    fully wound, Clone must choose a creature to copy as it is brought out,
    and the Rock Hydra has zero heads.  [WotC Rules Team 2/7/94]
  If you lose control of a creature and then manage to regain control of it
    during the same turn, you may use it since you began the turn with it
    in play on your side.  [bethmo]
  Rounding down means to drop the fractional part.  Rounding up means to
    add one and then drop the fractional part.  [bethmo 5/30/94]
  As obvious as it might sound, cards sent to the graveyard go to the top
    of the graveyard.  Also, you cannot reorder the graveyard during play
    unless a card tells you to do so. [bethmo]
  If multiple cards go to the graveyard at the same time, you may choose
    what order they get stacked in. [bethmo 5/3/94]
  In tournament games that limit the number of a particular card you may
    have in a deck restrict cards by title, so you cannot have four of each
    design of a card like Urza's tower. [bethmo]

Switching from Limited/Unlimited Edition to Revised Edition Rules:
------------------------------------------------------------------
  It is highly recommended that you get and read the new rule book or
    Pocket Player's Guide.  This section does not cover everything.
  If you have played by the rules in previous summaries, you will be less
    affected than players without previous access to the summaries because
    the net rulings have been moving slowly toward the Revised rules for
    some time.  The Revised rules took a lot of rulings out of the net and
    into the rule book.
  Mana burn is no longer "loss of life".  It is now colorless damage.
  The term "buried" has been added to the game and means "is killed and may
    not regenerate".
  Player death is checked for only at the end of each phase and beginning
    and end of each attack instead of at any time.  This allows for
    sorceries like Stream of Life to be used to save a player.
  There are now rules for damage resolution.  (See "Understanding Damage"
    to find out more.)
  Protection from Color has changed a lot.  It now explicitly removes
    previous enchantments of that color, and spells out some other details
    more clearly.  (See Protection from Color.)
  Timing rules have changed a lot.  In the Limited/Unlimited editions, all
    fast effects were resolved simultaneously unless a "paradox" occurred. 
    In the Revised rules, effects are now resolved in last-to-first order. 
    (See Timing Issues.)
  If an enchantment becomes invalid after it enters play, it is now removed
    immediately.  It used to hang around just in case it became useful
    again.
  Sacrificing is very different.  You can sacrifice any kind of card (not
    just creatures).  A sacrifice is now considered a cost of the spell or
    effect and the creature is buried when you declare the spell, not as
    part of the effect of the spell.  Sacrifices may not be prevented by
    any means, including regeneration.  Finally, sacrifices are not
    targeted, and so Protection from Color does not protect a creature from
    such effects.
  Several cards changed their wordings.  (See the Card Rulings summary for
    more information.)
      
Acknowledgments:
----------------
  This summary is collected from rulings made by officials and network
    representatives of Wizards of the Coast, along with a number of
    unofficial rulings also collected from the net.  Whenever a source for
    a ruling is known, the name of that person is listed with the ruling. 
    "D'Angelo" is Stephen D'Angelo, the network representative for the
    "mtg-l" mailing list.  "Peterson" is Paul Peterson, the previous "mtg-l"
    representative.  "bethmo" is Beth Moursund, the representative before
    Paul.  "Aahz" is Tom Wylie, the network representative for 
    the "rec.games.deckmaster" and "rec.games.trading-cards.magic.*" 
    newsgroups.  "Snark" is Dave Howell of WotC.  Official rulings from the 
    rules team are marked as "WotC Rules Team".  Rules from the Revised 
    Edition rule book are marked with "Page #" and rules from the Pocket 
    Player's Guide are marked with "PPG Page #"
  Every attempt has been made to make this summary accurate, but errors do
    creep in.  This work should not be considered official or sponsored by
    Wizards of the Coast.  Nothing in this work is guaranteed to be accurate.
    Use at your own risk.
  Magic: The Gathering and all of the cards listed herein are copyrighted by
    Wizards of the Coast.
