Here's the newest edition of the Rulings Summary for Legends.
Only a small number of changes this month.

Please check the General Rulings Summary if you do not find the answer
you are looking for in here.

Note that this is the last version of the rulings summaries under the
Revised Edition.  The next release will be under Fourth Edition rules
changes (if any) and will probably also take a new format.
 
The most recent gg-l/mtg-l digest used was "16 Apr 1995 to 17 Apr 1995".
Credits and disclaimer are at the end of the text.
A '+' is used to mark changes since the last released version on 3/20/95.

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 


Legends Rulings Summary                                Last Updated 04/24/95
============================================================================
        
Printing Information:
  The Legends expansion set was printed with black borders on the face
    of the cards.  Cards can be identified by the expansion symbol on the
    right hand side of the middle section.  The expansion symbol is the
    top section of a greek column.  The set contained 310 unique cards.  
    Approximately 35 million cards were printed.  Cards were available 
    from mid June 1994 through late June 1994.

General Rulings:
  This expansion was released under the Revised Edition rules.
  None of the new land types are "basic" lands. 
  "Gold" is not a new color in the game.  It is just used to help identify
    the legendary/unique nature of the card. [Aahz 6/15/94]
  There is no card to destroy all the Legends expansion cards as there was
    with Arabian Nights (City in a Bottle) and Antiquities (Golgothian
    Sylex).
  Cards which affect "all legends" or use similar text refer to Summon Legend
    and Summon <something> Legend cards.  They do not refer to cards from
    the Legends expansion set, nor do they refer to Legendary Lands. 
    [Duelist Magazine #2, page 7]
  Several cards allow you to sacrifice creatures (or other permanents) for 
    effects.  Keep in mind that you can only sacrifice things that you
    control. [Aahz 6/15/94]
  Poison tokens are poison tokens.  A player dies if they have 10 such tokens
    no matter what the source is. [Duelist Magazine #2, page 7]
  Legends cards use the words "use counters" regularly to mean that the
    effect is permanent. [bethmo 7/7/94]


New Rules:
----------

Rules for Legends:
  A Legend is a new kind of creature.  It is still a creature, however, and
    follows all the rules of creatures. [bethmo 6/6/94]
  If a Legend enters play when another Legend of the same name is in play,
    the _new_ Legend is immediately buried.  [Legends Rulecard]  This is 
    faster than an interrupt.  This burial does cause a death event which
    can be used by Soul Net, Ghouls, and so on. [Aahz 6/16/94]
  A copy of a Legend (Clone, Doppelganger, etc.) will immediately be buried
    because it is considered the new Legend that is entering play.
    [Duelist Magazine #2, page 7]  
  If by some means two of the same Legend enter play at once, both are buried.
  Legends usually require more than one color of mana to cast.  The card is
    considered to be all the colors it contains in the casting cost. 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.
  If you have a Legend face down because of Illusionary Mask or some other
    effect, any duplicate Legend brought into play is still buried.
    [WotC Rules Team 12/15/94]
  See the General Rulings Summary under "Color of a Spell" for more 
    information on multi-colored spells.
  All "Summon Legend" cards have been on the Duelist's Convocation restricted 
    list (only 1 per deck) for tournaments since 08/01/94.

Rules for Legendary Lands:
  A Legendary Land is a new kind of land.  It is still a land, however, and
    follows all the rules for lands.
  If a Legendary Land enters play when another Legendary Land of the same name
    is in play, the _new_ one is immediately buried. [Legends Rulecard]  This
    is faster than an interrupt.
  If a Legendary Land is "covered up" by Phantasmal Terrain or other land
    changing effect, then it will not prevent another Legendary Land of that
    name from entering play.  When the effect is removed, if another Legendary
    Land of that name entered play in the meantime, the newly uncovered one
    is the one which is buried.  It is the one considered to have just entered
    play. [Aahz 6/22/94]
  If by some chance the Legendary Land just entering play has Consecrate Land
    on it, the land is still buried.  The Legendary Land rules override the
    Consecrate Land ability. [WotC Rules Team 7/27/94]
  All Legendary Land cards have been on the Duelist's Convocation restricted 
    list (only 1 per deck) for tournaments since 08/01/94.

Rules for Enchant World:
  Enchant World cards are Enchantments which change how the game is played.
  Only one Enchant World card (of any name) can be in play at a time.  If
    another Enchant World is brought into play, the _old_ one is immediately
    placed in the graveyard. [Legends Rulecard]
  Enchant World spells follow all the normal rules for Enchantments.  They
    are not more powerful than normal enchantments and do follow the normal
    rule of the most recently used effect overrides the previous one.  So,
    for example, a Flight enchantment put on a creature after Gravity Sphere
    is put into play will override the Gravity Sphere's effect. [bethmo 7/7/94]

Rules for Rampage:
  Creatures with Rampage ability get extra power when more than one blocker
    is used against that creature.  A creature with "Rampage:N" gets a 
    +N/+N bonus for each blocker in addition to the first. [Legends Rulecard]
  Bonus is applied when blockers are declared and lasts until the end of
    the turn.  Removing a blocker after this does not change the bonus.
    [Duelist Magazine #2, page 7]
  Fog does not stop the bonus from being gained. [Aahz 02/09/95]

Rules for Bands with Other:
  This ability is similar to Banding but only allows creatures with this
    ability to band with others of the appropriate type.  For example, 
    Wolves of the Hunt (as created by the Master of the Hunt) can Band with
    Other Wolves of the Hunt.  This means that only other Wolves of the
    Hunt can use banding together. [Legends Rulecard]
  This ability does not allow for creatures without the ability to join in.
    So assuming you had a card which let all red Legends band together, only
    Legends with red mana in the casting cost could band with each other.
    Non-red ones could not join in the band unless they also had
    Band with Other Legends ability. [Legends Rulecard]
  When defending, at least two of the defenders must have Bands with Other
    together to get the benefit of distributing damage that Banding normally
    gives with just one Banding creature present. [Legends Rulecard]
  Creatures with full Banding ability may join the band. [Legends Rulecard]
  If Bands with Others is removed after attackers are declared during an
    attack, then it is possible to split the band into pieces.  If this is 
    done before blockers are declared, the attacker may completely rearrange 
    the banding choices for all of their creatures.  If done after blockers 
    are declared, then the attacker may still rearrange but any creature 
    which was blocking the band is still considered to be blocking every 
    member of that band.  It is possible for a blocker to end up blocking 
    two un-banded attackers or even two separate banded groups.  If there 
    are two groups blocked by one defender, then the defender chooses how 
    to divide damage between the two groups. [Duelist Magazine #2, page 9]


Card Listings:
--------------

Abomination:
  The color of the blocking/blocked creature is checked only at declaration
    of the block.  If the creature is indeed green or white at that time,
    it will be destroyed at the end of the combat even if it changes color
    before the combat ends. [WotC Rules Team 7/27/94]
  Being destroyed at "end of combat" happens after damage resolution for normal
    damage dealing.  This can result in a regenerating creature having to
    regenerate twice... once for damage dealing and once at "end of combat".
    [Aahz 01/19/95]  Note that Thicket Basilisk and Cockatrice work 
    differently.  They destroy during damage dealing.

The Abyss:
  This is a targeted effect.  The Abyss targets one creature each upkeep.
    For this reason, it ignores creatures with Protection from Black. 
    [Aahz 7/13/94]
  If the target becomes invalid after being chosen but before resolution, 
    you have to choose another target. [WotC Rules Team 9/30/94]

Active Volcano:
  The artist is actually Justin Hampton. [Duelist Magazine #2, page 7]

Adventurers' Guildhouse:
  The ability works even if it is tapped.  Only non-creature artifacts are 
    disabled when tapped.  Nothing else is. [bethmo 6/20/94]

AErathi Berserker:
  There is a typographical error in the title of the card so that the "AE"
    does not appear. [Duelist Magazine #2, page 7]

Aisling Leprechaun:
  Creatures change color the moment the block is declared. 
    [Duelist Magazine #2, page 7]
  A Leprechaun with Protection from Green can be blocked by a creature
    (since it is not green at that time) but will not take damage from the
    creature (since it is green at the time of damage dealing).
    [Duelist Magazine #2, page 7]
  The change to green does not wear off even if the Leprechaun leaves play.
    [Aahz 6/16/94]

Akron Legionnaire:
  If you have two or more Legionnaires, they can all attack.  Officially there
    is errata to the card saying it should be read as "...except Akron 
    Legionnaires." [Duelist Magazine #3, Page 79]
  Will prevent Evil Eyes of Orms-By-Gore from attacking.  [Aahz 10/21/94]

Alchor's Tomb:
  The change is permanent.  Whenever something says to use counters to mark
    an effect and does not specify how to remove them, consider the effect
    permanent. [bethmo 6/21/94]

All Hallow's Eve:
  This card is misprinted.  It is really an Enchantment and not a Sorcery.
    Play it as such. [Duelist Magazine #2, page 7]
  Creatures enter play in the order in which they are put into play.  So if
    one player puts a Legend into play, their opponent's Legend of the same
    name will be buried immediately after it is put into play.
    [Aahz 6/28/94]  This reverses a previous statement that they went out
    simultaneously.
  Since the creatures enter play during upkeep, their upkeep costs (if any)
    need to be paid. [Aahz 6/15/94]
  A Clone or Doppelganger must choose a creature in play to copy.  If there
    is no such creature, then it cannot leave the graveyard. [bethmo 6/16/94]
  If a creature, such as a Clone, fails to be able to enter play when chosen
    (i.e. no other creature to Clone), then it stays in the graveyard and may
    not be chosen again by this All Hallow's Eve. [WotC Rules Team 9/15/95]
  Once all the counters are gone, it just sits there as an inert enchantment.
    [bethmo 6/17/94]
  Since you can do your upkeep actions in any order, it is legal to sacrifice
    creatures using some spell or effect prior to removing the final token
    from All Hallow's Eve. [Aahz 7/27/94]
  This is not a targeted spell, and in any case the creatures in the graveyard
    do not get to use Protection from Color abilities.  [Aahz 11/30/94]

Angelic Voices:
  You get the bonus if all of your creatures are at least part white or
    part artifact.  So, if your only creature is a Lord Magnus (a white and
    green Legend), you would get the bonus.  So would a red artifact
    creature. [Aahz 7/13/94]

Anti-Magic Aura:
  Will not prevent use of interrupts or non-targeted effects.  This includes
    spells like Red Elemental Blast, Pestilence and Wrath of God.
    [Duelist Magazine #2, page 7]
+ Will not prevent use of effects due to cards in play.  Only prevents spells
    of type instant, sorcery or enchantment from targeting the creature.
    [D'Angelo 04/19/95]

Arboria:
  If a Nether Shadow enters play during your upkeep, it will invalidate the
    protection of Arboria. [WotC Rules Team 9/15/94]
  Removing Arboria from play will not cancel its benefit.  If currently in
    effect, the effect will end normally. [Aahz 10/21/94]

Arcades Sabboth:
+ Does give himself a bonus. [Duelist Magazine #2, page 7]

Arena of the Ancients:
  Only taps Legends which are in play before the Arena is put into play. 
    Legends which enter play later are not tapped immediately, but when they
    are tapped they are prevented from untapping by the Arena. [Aahz 6/14/94]
  Does not affect Legendary Lands. [Aahz 6/14/94]

Backdraft:
  Can be used even if the spell does no damage. [bethmo 7/1/94]

Bartel Runeaxe:
  Cannot be targeted by enchant creature spells while in play, but will not 
    remove one if you somehow get one there.  [Aahz 7/13/94]  For example, 
    if Animate Dead is used to bring him back, he will not remove it.

Black Mana Battery:
  You may not remove mana tokens from the Battery except at the time when
    you tap it for the one other mana.  The effect is pretty much that you 
    tap for X+1 mana where X is the number of tokens removed. 
    [Duelist Magazine #2, page 8]  X can be zero. [D'Angelo 02/03/95]
  Removing counters is part of the cost, so Rust will cause the effect to
    be countered and cost to be lost. [WotC Rules Team 9/15/94]

Blight:
  If a land somehow has both Blight and Kudzu on it, they will both attempt
    to destroy the land.  The Kudzu will move on to another land.  The land
    only needs to be saved once (and not once for each). [Aahz 7/25/94]

Blood Lust:
  The text "target creatures gain..." should say "target creature gains" since
    (as the next sentence shows) the spell only targets one creature.
    [Duelist Magazine #2, page 7]
  The +4/-4 is applied when the spell resolves and will not lower the toughness
    below 1.  So, if a 1/1 creature has Blood Lust cast on it, it becomes
    a 5/1 creature.  Later spells to modify toughness modify from this base, so
    a Giant Growth would make it an 8/4 creature. [WotC Rules Team 02/09/95]

Blue Mana Battery:
  See Black Mana Battery for rulings.

Brine Hag:
  Effect is permanent. [bethmo 6/16/94]
  The effect works on a creature even if the damage was redirected from 
    another target to the Hag. [WotC Rules Team 9/15/94]

Cathedral of Serra:
  See Adventurers' Guildhouse for rulings.

Caverns of Despair:
  If you have more than two creatures which is required to attack, you can
    pick which two do so.  For example, if you had 3 Juggernauts in play,
    only two of your choice will attack.  There is no penalty for these
    creatures not attacking unless the penalty is assigned from outside
    with effects such as Siren's Call and Nettling Imp. [bethmo 7/2/94]
  Even though you have a choice, if a creature is forced to attack or defend,
    it must do so before you choose any creatures which were not forced.
    For example, if you had a Juggernaut and 2 other creatures, you cannot
    declare the two creatures. You must declare the Juggernaut and can declare
    one other.  Same goes for blocking under the effects of Lure.
    [WotC Rules Team 9/15/94]

Chain Lightning:
  The chaining effects (after the first one) are not considered "spells" and
    cannot be countered.  Only the original spell can be countered.
    [Aahz 6/15/95]
  You can only chain to another target if the damage is not prevented on
    the current target. [bethmo 6/15/94]  This is because it is in the nature
    of the damage that during damage resolution a new target can be picked.
  Each time Chain Lightning does damage it is considered to be a different
    packet of damage, so you would have to use Circle of Protection: Red
    multiple times. [Aahz 6/16/94]
  Once the Chain Lightning is resolved, a series of damage prevention steps
    is entered.  Only spells allowed during damage prevention can be used
    until the Chain is done.  This means no casting of Giant Growth or other
    non-prevention spells.  [Aahz 6/16/94]

Chains of Mephistopheles:
  If you cast a spell to draw extra cards (such as Ancestral Recall or
    Wheel of Fortune) at some time outside the draw phase, this affects all 
    the cards drawn.  During the draw phase, the first card drawn is not 
    affected. [bethmo 6/15/94]
  Only affects the drawing of cards.  It does not affect spells like Demonic
    Tutor, Millstone, or Petra Sphinx which affect the library but do not
    say "draw" a card. [bethmo 6/22/94]
+ Each player is exempted from one draw each turn, so your opponent can use
    a Jayemdae Tome or other effect to draw during your turn without being
    affected.  [Aahz 10/17/94]  Basically this says that the text "does not
    apply to the first card drawn by a player" should be read as "each
    player".
  Effect is cumulative.  If you have two of these out, a player must
    discard twice for each card drawn (past the first one). [Aahz 01/08/95]
  If a player cannot discard, the placement of the top card from the library
    into the graveyard is not considered a discard.  It just happens.
    [Aahz 02/09/95]

Chromium:
  The colorless mana circle around the "2" in "Ramgage:2" is a misprint.
    Ignore it. [Aahz 6/15/94]

Clergy of the Holy Nimbus:
  If the Clergy are reduced to below zero toughness (by such as Weakness),
    then they get stuck in a permanent loop of dying, going toward the
    graveyard, and then regenerating.  The net effect is that until the
    effect is removed or until your opponent spends one mana to let them
    die, they remain in play in a tapped state.  [Duelist Magazine #2, page 7]
  In multiplayer games you can choose a different opposing player each time it
    dies. [Duelist Magazine #4, Page 64]

Cocoon:
  As errata to the card, it should read "Tap target creature you control and
    put 3 counters on Cocoon." [Duelist Magazine #4, Page 138]
    Even though it said to put the counters on the creature, they go away
    if the enchantment is removed. It should say that they go on the
    enchantment.  
  If you also have Instill Energy on the creature, it may be untapped
    by it once each turn. [Aahz 6/24/94]
  After the last token is removed, the creature gains its bonus during the
    next upkeep.  This will usually be your opponent's upkeep.
    [Duelist Magazine #2, page 7]
  If the enchantment is moved with Enchantment Alteration, the number of
    counters is increased by 3 and not just set to 3. [WotC Rules Team 9/30/94]

Concordant Crossroads:
  Does not remove "summoning sickness" from creatures.  It just allows the
    creature to ignore it during the turn it enters play.  If you summon a 
    creature when the Crossroads is out, you can use it during your turn, 
    but not your opponent's turn, because the creature is still "sick". 
    [Aahz 9/2/94]
  Works on Limited and Unlimited Edition creatures which say "Tap to do ..."
    just as if the creature said "Tap: ...". [Duelist Magazine #2, page 8]

Crimson Kobolds:
  The casting cost is not a mistake.
  The text on the card explaining the color is considered to be explanatory
    and not characteristic text.  This means that it cannot be affected by
    Sleight of Mind and is not copied by copy cards such as Doppelganger.
    [Duelist Magazine #3, Page 22]
  This card can have its color changed by a lace spell but not by 
    Sleight of Mind. This is a REVERSAL of a ruling in Duelist Magazine #2
    on page 86. [WotC Rules Team 9/15/94]

Crimson Manticore:
  Does damage immediately and may kill the creature before damage dealing.
    [Aahz 6/17/94]

Crookshank Kobolds:
  See Crimson Kobolds for rulings.

Cyclopean Mummy:
  The Mummy does go to the graveyard and trigger effects (such as Soul Net)
    which watch for something going to the graveyard.  It then leaves the
    game. [bethmo 6/22/94]
  It does not leave the game if it goes to the graveyard from someplace other
    than "in play".  This includes discarding from your hand or if the spell
    is countered. [bethmo 6/27/94]

Darkness:
  This only stops damage from being dealt.  It does not stop other effects
    that result from attacking or blocking, such as the Basilisk ability.
    [Duelist Magazine #2, page 8]  (This makes it much like the 
    non-Revised Fog.)

D'Avenant Archer:
  Does damage immediately and may kill the creature before damage dealing.
    [Aahz 6/17/94]

Disharmony:
  If the attacking creature was under the effects of Siren's Call, Nettling
    Imp or similar effect, it will die at the end of the turn because this
    spell makes the creature as if it never attacked. [bethmo 6/22/94]
  Works even if the attacker was not tapped to attack.  [Aahz 12/13/94]
  Only works on creatures you don't control, and you get them untapped
    regardless of the original tap state of the creature. [Aahz 12/13/94]
  The artist is actually Byron Wackwitz, not Phil Foglio. 
    [Duelist Magazine #2, page 7]

Divine Intervention:
  Has been on the Duelist's Convocation banned list (not allowed in a deck)
    for tournaments since 08/01/94 because it forces a tie and this messes
    up tournaments.

Divine Offering:
  This is not a sacrifice.  You may regenerate the creature without losing
    the life bonus. [Duelist Magazine #2, page 8]
  It can be used on your opponent's artifacts. [bethmo 9/5/94]

Dream Coat:
  The color change can be used once per turn (either player's turn) and lasts
    only until the end of that turn. [bethmo 6/21/94]  Note that it's common
    to just assume a player is every turn declaring the creature to be of the 
    last color declared instead of forcing them to do so constantly, but if
    a timing question comes up, this might be important.
  The color change is part of the enchantment and goes away if the enchantment
    does. [bethmo 6/21/94]
  Even though it works at the speed of an interrupt, its effects are not
    permanent. [Duelist Magazine #2, page 8]
  Setting the color is not a casting decision. [Aahz 7/25/94]

Elder Land Wurm:
  Since it cannot attack until it has blocked at least once, it can be
    effectively killed by a Nettling Imp or Siren's Call effect. [Aahz 6/24/94]

Enchantment Alteration:
  Think of this spell as removing the enchantment from the original target
    and then re-casting it on the new target.  Any lasting effects on the
    original target remain, and the enchantment retains any changes due to 
    interrupts or tokens that it had prior to being moved.  So Cocoon and 
    Living Artifact keep tokens when moved. If the card normally resets 
    values when being cast, the tokens or such are reset.  [Aahz 10/25/94]
  Cannot move an enchantment to an illegal target. [Card Text]
  Cannot move an Animate Dead enchantment onto a live creature.  You can
    move it only any creature in either graveyard.  This has the effect of
    sending the old creature the the graveyard and bringing the new one into
    play. [Duelist Magazine #2, page 8]
  You can move an Animate Dead enchantment onto another creature which already
    has Animate Dead on it. [Duelist Magazine #2, page 8]
  When the enchantment is moved, any one-time effects of the enchantment 
    take effect on the new target.  For example, if you move Earthbind to
    a Flying creature, it will take two damage. [bethmo 7/13/94]
  When the enchantment is moved, it forgets that it had been used that turn.
    So, you can use an Instill Engery again if you move it. 
    [WotC Rules Team 9/15/94]
  If you move an enchantment such as Firebreathing after mana has been spent
    to pump it up, the effects of the pumping are directly on the creature and
    do not move with the Firebreathing card. [Aahz 12/16/94]
  You can move a Blue Ward since it offers protection to the creature and not
    to itself. [bethmo 9/14/94]
  If the enchantment itself has upkeep costs or effects and you deal with them
    prior to moving it, you still have to deal with them again because it 
    acts as just cast and forgets you dealt with it. [WotC Rules Team 11/16/94]
+ If there is an X in the casting cost of the enchantment, treat X as zero.
    [D'Angelo 04/14/95]
    
Equinox:
  Can be used to counter any spell which would result in the destruction
    of one or more of your lands.  For example a Shatter cast on an 
    Assembly Worker. [Aahz 6/22/94]
  Works whether the destroy is due to an explicit "the card is destroyed"
    or if the spell delivers lethal damage. [Aahz 10/7/94]
  Cannot be used to counter non-spell effects such as Demonic Hordes or
    others which destroy lands. [bethmo 6/14/94]
  Cannot be used to counter a spell which creates a condition where a land
    may be destroyed at a later time. [bethmo 6/15/94]
  Can be used to counter a spell which requires sacrificing on resolution
    such as Mold Daemon or Wood Elemental. [WotC Rules Team 12/15/94]  
    But not one that requires sacrificing as part of the casting cost. 
    [Aahz 12/17/94]  Mana Vortex was accidentally listed in the ruling
    but cannot be countered by Equinox since it sacrifices as a cost. 
    [Aahz 12/17/94]
  Does not stop the sending of the land from play into its owner's hand.
    [Aahz 6/16/94]
  This spell effectively adds a new ability to the land which can be used
    by tapping it.  It does not remove previous abilities or allow you to
    tap it for more than one ability at a time.  It's just another option.
    [Aahz 6/22/94]  
  Note that only the controller of the enchantment can use the ability, so
    if you put Equinox on your opponent's land, they can't use it and neither
    can you. [bethmo 7/14/94]

Eureka:
  The cards played during Eureka all enter play one at a time.  This means
    that if two of the same Legend are put into play as the result of this
    spell that the second one is buried, not both of them.  [Aahz 6/22/94]
  You keep putting cards out until both/all players say they are done.  It is 
    not until one player says they are done.  You alternate simply to stop
    one player from putting out too many cards in a row when the other player
    wants to play some.  Another way to think of this is to go around the 
    table.  Each player may play a card or pass.  Eureka ends once an entire 
    pass around the table is made where everyone passes.
    [Duelist Magazine #2, page 8]
  The cards are just put into play.  They are not cast, and so they cannot be
    countered, will not trigger "gain 1 life when" or other effects (such as
    the Verduran Enchantress) that can only be used when a spell is cast. 
    [Aahz 9/2/94]
  Applies to all players in multiplayer games. [Duelist Magazine #4, Page 64]

Evil Eye of Orms-By-Gore:
  Will prevent Akron Legionnaires from attacking. [Aahz 10/21/94]

Fallen Angel:
  You can sacrifice as many creatures as you want to the Angel at any time
    that fast effects are allowed. [Aahz 6/14/94]
  Cannot sacrifice itself. [Aahz 7/27/94]

Falling Star:
  It must flip like a coin and not like a frisbee. [Aahz 6/16/94]
  Only cards touched when it stops moving are affected.  Not ones touched
    while it is moving. [Aahz 6/16/94]
  Has been on the Duelist's Convocation restricted list (only 1 per deck)
    for tournaments since 08/01/94.

Feint:
+ This only stops damage from being dealt.  It does not stop other effects
    that result from attacking or blocking, such as the Basilisk ability.
    [bethmo 6/15/94]  (This makes it much like the non-Revised Fog for a
    single creature.)

Field of Dreams:
  If you get to draw more than one card from the library at a time (such as
    with Howling Mine), after drawing each card you turn the next one face up.
    This means that all cards drawn are seen by all players. [bethmo 6/18/94]
    This is in line with all other rulings which say that each draw is really
    a separate action, but that they are done in sequence.

Firestorm Phoenix:
  No matter how it goes to the graveyard from play, it returns to its owner's
    hand. [Aahz 6/16/94]
  The Phoenix power works even for Clones or Doppelgangers of a Phoenix.
    The Clone or Doppelganger goes to your hand immediately after going to
    the graveyard. [WotC Rules Team 9/15/94]
  As errata to the card, treat the word "instead" as being "after".  The
    Phoenix does go to the graveyard and trigger effects (such as Soul Net)
    which watch for something going to the graveyard.  It then jumps into the
    player's hand. [Duelist Magazine #2, page 8]
  Does not return if Disintegrated because Disintegrated creatures do not go
    to the graveyard first. [WotC Rules Team 9/15/94]
  Does return if a Runesword is used on it and it is destroyed. 
    [WotC Rules Team 10/12/94]  The Runesword sends creatures to the graveyard
    first.

Floral Spuzzem:
  The artifact may be regenerated if it is an artifact creature. 
    [bethmo 6/16/94]
  The artifact cannot be saved by any means which is not legal during damage
    prevention. [bethmo 6/16/94]
  Can use the ability even if an effect like Maze of Ith is used on it.
    [Aahz 12/14/94]
  Use of the ability is chosen between blocking and damage dealing, not during
    damage dealing. [Aahz 12/14/94]

Force Spike:
  The payment is optional. [Aahz 9/2/94]

Gauntlets of Chaos:
  Creatures with Artifact Ward on them may be selected, but this will cause
    the effect to fizzle and nothing will change hands. [Aahz 7/13/94]
  Only the one creature/land/artifact of your opponent's is selected
    when you declare this effect.  On resolution of the spell, you first
    take control of that target, then select a target from your cards.  
    If you had no other cards to swap, then you must give back the one you
    took.  If the first target became invalid then the effect fizzles and
    no swap is made. [Duelist Magazine #2, page 8]

Giant Slug:
  The choice of landwalk ability is made during upkeep and not at the time
    the mana is spent.  [Duelist Magazine #2, page 8]  
  If the Slug changes controllers after the mana is spent, the player who 
    controls it during its next upkeep can select a landwalk ability. 
    [bethmo 6/16/94]

Giant Turtle:
  It only cares if it attacked on _your_ last turn, and not your opponent's.
    This makes a difference if you take control of the Turtle during your
    opponent's turn after it attacks.  You can use it on your turn because
    it began your turn in play and because you did not attack with it last
    turn. [bethmo 6/15/94]

Glyph of Destruction:
  Yes, you can play this on a wall even when it is not blocking and it will
    still be destroyed at the end of the turn.  [Aahz 6/23/94]  Not very   
    useful since it can only target your own walls.

Glyph of Doom:
  Being destroyed at "end of combat" happens after damage resolution for normal
    damage dealing.  This can result in a regenerating creature having to
    regenerate twice... once for damage dealing and once at "end of combat".
    [Aahz 01/19/95]  Note that Thicket Basilisk and Cockatrice work
    differently.  They destroy during damage dealing.

Glyph of Life:
  Yes, you can play this on your opponent's Walls to good effect. 
    [bethmo 6/14/94]
  This is not redirection of damage.  The Wall still takes the damage.
    [Duelist Magazine #2, page 8]

Glyph of Reincarnation:
  First place all the surviving creatures in the graveyard, then choose the
    appropriate number of creatures from the attacker's graveyard and
    put them into play.  Some or all of them may be the same creatures
    which were just buried. [bethmo 6/15/94]
  Yes, you can play this on your opponent's Walls to good effect. 
    [bethmo 6/14/94]

Gosta Dirk:
  Allows any creature controlled by any player to block IslandWalking creatures
    as if they did not have this ability.  It is not limited to just Gosta.
    [Aahz 6/17/94]
   
Gravity Sphere:
  It removes Flying from all creatures in play when it enters play and from
    each creature as that creature enters play.  It does not prevent Flying
    ability being given to the creature _after_ the Sphere is in play.
    [Duelist Magazine #2, page 8]  See the Which Effect Wins section of the 
    General Rulings Summary for more on this.
 
Greed:
  The loss of life is not preventable by any means.  It is not damage.
    [bethmo 6/15/94]
  The loss of life is a payment. [Aahz 02/21/95]
  You cannot spend more life on Greed than you have.  
    [Duelist Magazine #3, Page 22]  (This is a REVERSAL of an earlier ruling.)

Green Mana Battery:
  See Black Mana Battery for rulings.

Hazezon Tamar:
  The Sand Warriors leave play if Hazezon is placed in an Oubliette or
    Tawnos's Coffin, and they do not come back on the turn after Hazezon 
    re-enters play. [WotC Rules Team 9/15/94]  This is a REVERSAL of a 
    previous ruling.
  The Sand Warriors come into play on the side of whichever player controls
    Hazezon during Hazezon's first upkeep.  This means that if your opponent 
    can steal Hazezon before your upkeep comes around, then your opponent will
    get the Sand Warriors on their upkeep. [bethmo 7/14/94]
  The Sand Warriors do not change control after they enter play even if 
    Hazezon changes control. [bethmo 7/14/94]

Hell's Caretaker:
  You can't sacrifice creatures you don't control. [Aahz 6/15/94]
  Pick a creature on resolution and not on declaration. [Aahz 12/5/94]
  You must bring back a creature if there is one in your graveyard.
    [bethmo 7/1/94]
  If an effect (such as Reincarnation) brings the sacrificed creature back
    into play or your hand, you still get to pick another creature to bring
    out using the Caretaker. [Aahz 7/25/94]
  Cannot sacrifice itself. [Aahz 7/27/94]

Holy Day:
  This only stops damage from being dealt.  It does not stop other effects
    that result from attacking or blocking, such as the Basilisk ability.
    [Duelist Magazine #2, page 8]  (This makes it much like the 
    non-Revised Fog.)

Horror of Horrors:
  You can't sacrifice lands you don't control. [Aahz 6/15/94]
  You can use this as many times as you want during a given turn.
    [bethmo 6/15/94]

Hyperion Blacksmith:
  You declare whether you are tapping or untapping the artifact when you
    tap this card.  If the card changes state before this effect happens,
    it does nothing.  It does not toggle the card state. [bethmo 6/19/94]
  Should be read as saying "any opponent". [Duelist Magazine #4, Page 64]

Imprison:
  There is a typo on this card.  The gray circle for the colorless mana
    cost accidentally appears one line above the "1" it should be behind.

Indestructible Aura:
  If this is cast in in the same batch as a damage causing effect it will 
    take effect before the damage and thereby prevent it.  This is because
    all damage is assigned after the resolution of the effects in the batch.
    Note that whether you cast this before or after the damage dealing
    effect in the batch, it still works. [Duelist Magazine #2, page 8]
  Despite the name, this card only prevents damage and not destroy effects.
    [bethmo 8/30/94]

Infernal Medusa:
  Being destroyed at "end of combat" happens after damage resolution for normal
    damage dealing.  This can result in a regenerating creature having to
    regenerate twice... once for damage dealing and once at "end of combat".
    [Aahz 01/19/95]  Note that Thicket Basilisk and Cockatrice work
    differently.  They destroy during damage dealing.

Infinite Authority:
  All creatures with Infinite Authority gain a +1/+1 token when a creature
    is destroyed by an Infinite Authority in play. 
    [Duelist Magazine #2, page 8]
  Being destroyed at "end of combat" happens after damage resolution for normal
    damage dealing.  This can result in a regenerating creature having to
    regenerate twice... once for damage dealing and once at "end of combat".
    [Aahz 01/19/95]  Note that Thicket Basilisk and Cockatrice work
    differently.  They destroy during damage dealing.

Invoke Prejudice:
  If you have no creatures in play then by definition your opponent's summon
    spell cannot be of the same color as a creature you have in play.  In
    this case they will always have to pay the extra mana. [bethmo 6/29/94]
  Note that artifact creatures are not "summoned" and therefore are not
    affected by this spell. [Aahz 6/27/94]
  In multiplayer games you choose one opposing player on casting and it only
    affects that one player.  This target is not changed even if this card
    changes controllers.  It becomes useless but stays in play if the target
    player leaves play. [Duelist Magazine #4, Page 64]

Ivory Guardians:
  Because the card says it gives +1/+1 to all Guardians if opponent has red
    cards in play, this bonus also applies to the Guardian Beast (from 
    Arabian Nights) which says Summon Guardian.  Not intentional, but true.
    [Aahz 6/24/94]
+ Only gets the bonus once even if more than one other player has red cards.
    [D'Angelo 04/14/95]

Jacques le Vert:
  Does indeed give the +0/+2 bonus to itself since it is partially green.
    [Duelist Magazine #2, page 7]

Johan:
  The text "any of your creatures" means as many as you want. 
    [Duelist Magazine #2, page 8]

Jovial Evil:
  Targets one opposing player. [Duelist Magazine #4, Page 64]

Juxtapose:
  Must trade creatures and artifacts if possible, but can trade just one
    kind or neither kind if none are available to trade. [Aahz 6/16/94]
  Spell will ignore creatures with Protection from Blue when making the
    choice of highest cost creatures. [Aahz 7/13/94]

Kismet:
  Cards enter play tapped.  They do not come into play untapped and then
    immediately tap,  therefore they do not trigger any effects due to
    tapping. [Aahz 6/28/94]  This includes face-down creatures due to
    Illusionary Mask will come into play tapped and face-down.
  In multiplayer games you choose one player on casting and it only affects 
    that one player.  This target is not changed even if this card changes 
    controllers.  It becomes useless but stays in play if the target player 
    leaves play. [Duelist Magazine #4, Page 64]

Knowledge Vault:
  As errata to the card, it should read "If Knowledge Vault leaves play or
    your control, put all cards under it in your graveyard." 
    [Duelist Magazine #4, Page 138]
  Taking a card from the library and placing it under the Vault does not
    count as drawing a card. [Aahz 8/11/94]
+ The cost to retreive the cards is "0: Sacrifice Knowledge Vault".  The
    "2,Tap" cost only applies to putting a card under the Vault.
    [D'Angelo 04/15/94]

Kobold Drill Sergeant:
  He is not a Kobold, so he does not give himself abilities. [Aahz 7/15/94]

Kobolds of Kher Keep:
  See Crimson Kobolds for rulings.

Kobold Overlord:
  He is not a Kobold, so he does not give himself abilities. [Aahz 7/15/94]

Kobold Taskmaster:
  He is not a Kobold, so he does not give himself abilities. [Aahz 7/15/94]

Kry Shield:
  Using the Shield does not undo any damage already dealt this turn. 
    [Aahz 10/21/94]

Lady Caleria:
  Does damage immediately and may kill the creature before damage dealing.
    [Aahz 6/17/94]

Land Equilibrium:
  You sacrifice a land after you put one into play and not before.
    [D'Angelo 01/18/95]
  Land is sacrificed at faster than interrupt speed, so it cannot be tapped 
    for mana before it goes. [WotC Rules Team 12/15/94]  You can tap a land
    for mana before you play a land and then choose to sacrifice the tapped
    one, however.
  The effect is cumulative.  If you have 2 of them, the other player must
    sacrifice two lands for each one put into play. 
  Should be read as saying "any opponent". [Duelist Magazine #4, Page 64]

Land's Edge:
  The damage done when you discard a land only applies to lands which are
    discarded by choice using the Land's Edge ability.  It does not work
    on forced discards of any type. [Duelist Magazine #2, page 8]
  You cannot use the Library of Leng ability to place a discarded card on
    top of your library when using the Land's Edge ability to discard when
    you want to because this is a discard by choice. [Aahz 7/25/94]

Land Tax:
  You do not have to show your opponent which cards you take out of the
    library.  If necessary, get someone outside the game to verify that
    you did indeed take basic lands out. [Aahz 6/16/94]
  This is a fast effect used during your upkeep.  If you have two of them, 
    you can use each of them once each turn. [bethmo 7/26/94]
  Should be read as saying "any opponent". [Duelist Magazine #4, Page 64]

Lifeblood:
  In multiplayer games you choose one opposing player on casting and it only
    affects that one player.  This target is not changed even if this card
    changes controllers.  It becomes useless but stays in play if the target
    player leaves play. [Duelist Magazine #4, Page 64]

Life Chisel:
  You can't sacrifice creatures you don't control. [Aahz 6/15/94]
  Tapping is not part of the cost, so you can use this as many times as
    desired during upkeep. [Duelist Magazine #2, page 8]
  You are not forced to sacrifice anything.  It's an option. [bethmo 6/17/94]

Life Matrix:
  Once the counter is placed on the creature, the counter is used by the
    creature's controller and not the Matrix's controller. 
    [Wotc Rules Team 02/09/95]
  The counters can be used even if the Matrix leaves play. 
    [WotC Rules Team 02/09/95]

Living Plane:
  Even effects Mishra's Factory by turning it into a 1/1 creature.  The
    Factory can still use its ability to become an Assembly Worker.  Any
    Assembly Workers already activated when Living Plane is cast become 1/1 
    creatures. [Duelist Magazine #2, page 8]

Lord Magnus:
  The statement that creatures with PlainsWalk or ForestWalk can be blocked
    applies to all creatures in play blocking them, and not just to Lord
    Magnus. [Duelist Magazine #2, page 9]

Mana Drain:
  Gives you colorless mana. [Aahz 12/6/94]

Mana Matrix:
  Only reduces the colorless mana portion of a spell's cost.  If the spell
    does not accept colorless mana or accepts less than 2, you get a reduced
    or null effect from this card. [Duelist Magazine #2, page 9]
  Only affects its controller, not all players. [bethmo 6/15/94]
  Only works on instants, interrupts and enchantments.  It does not work on
    sorceries, or other spell types.  So, you can't use it on a Fireball.
    [bethmo 6/16/94]
  Although the apparent cost is reduced, the "casting cost" of the spell for
    reasons of Spell Blast or such is still the full amount. 
    [Duelist Magazine #2, page 9] Just think of the Matrix as contributing 
    2 to the cost, not reducing it.
  Multiple Matrices do add up.  Two will contribute up to 4 toward the cost,
    and so on. [bethmo 6/29/94]

Master of the Hunt:
  Since tapping is not part of the cost, you can use this more than once
    a turn. [Duelist Magazine #2, page 9]

Mirror Universe:
  If one player is a Lich, they are considered to be gaining life from this
    effect and instead draw cards.  The other player is in deep trouble if
    they cannot raise their life points. [Aahz 6/16/94]
  In multiplayer games you can choose a different opposing player each time it
    is used. [Duelist Magazine #4, Page 64]
  Has been on the Duelist's Convocation restricted list (only 1 per deck)
    for tournaments since 08/01/94.

Moat:
  Yes this really does affect all players. [bethmo 6/20/94]

Mold Demon:
  You must sacrifice two Swamps whenever the creature is brought into play.
    This includes Clone, Doppelganger, Animate Dead, Resurrection, or even 
    having it leave an Oubliette or Tawnos' Coffin.  In all these cases 
    Swamps need to be sacrificed. [bethmo 6/25/94]
    (The part about Oubliette and Tawnos' Coffin is under some contention
    right now.)
  Note that this sacrifice is done during spell resolution and not spell
    declaration [Aahz 03/04/95]

Mountain Stronghold:
  See Adventurers' Guildhouse for rulings.

Nebuchadnezzar:
  Your opponent only discards cards that you name and which are shown to you.
    They do not have to discard a card if it is in their hand but was not
    shown.  [Aahz 6/28/94]
  In multiplayer games you can choose a different opposing player each time it
    is used. [Duelist Magazine #4, Page 64]

North Star:
  Cannot be used to power Drain Life with any color mana because the draining 
    portion of drain life is not part of the casting cost. [Aahz 6/27/94]
  Converts the spell to having an entirely "colorless" casting cost.  This
    means that effects like Planar Gate and Mana Matrix might end up paying
    for all the spell's casting cost. [Aahz 9/2/94]

Nova Pentacle:
  Cannot be used if no creatures are in play. [Aahz 6/17/94]
  If you have no creatures, your opponent must still choose a creature even
    if it ends up being one of their own. [Aahz 6/17/94]
  If the targeted creature has an Artifact Ward, the Pentacle's effect 
    fizzles and the damage is not redirected. [Aahz 9/2/94]
  Can be used to redirect mana burn damage. [D'Angelo 03/01/95]
  In multiplayer games you can choose a different opposing player each time it
    is used. [Duelist Magazine #4, Page 64]

Osai Vultures:
  Only gets one token per turn, not one per creature. [Aahz 6/16/94]
  Does get a token if creatures died on the turn even if it enters play after
    they died. [Aahz 12/21/94]

Part Water:
  The "UXX" casting cost is not a misprint.  It means to spend one blue plus
    two times X colorless to cast the spell. [Duelist Magazine #2, page 7]

Pendelhaven:
  Checks the current power/toughness of the creature and not the text printed
    on the bottom corner of the card.  If the creature is enchanted or 
    otherwise enhanced to not be 1/1 anymore, you cannot use this card on
    the creature. [D'Angelo 02/03/95]  
  The creature is checked to see if it is 1/1 when you declare the effect and
    when it is resolved, so if the creature's total power/toughness is changed
    from 1/1 to something else between declaration and resolution, then it
    fizzles. [bethmo 6/22/94]

Petra Sphinx:
  The turning over of a card for the Sphinx does not count as "drawing" a
    card for purposes of Underworld Dreams or any other effect which looks
    at cards drawn.  [Aahz 6/22/94]
  You will not lose the game if there are no cards in your library when the
    Sphinx is used on you.  It simply does not work. [Aahz 6/22/94]

Planar Gate:
  Only reduces the colorless mana portion of a spell's cost.  If the spell
    does not accept coloress mana or accepts less than 2, you get a reduced
    or null effect from this card. [bethmo 6/15/94]
  Only affects its controller, not all players. [bethmo 6/15/94]
  Only works on Summon spells.  It does not work for Artifact Creatures.
    [Aahz 6/16/94]
  Although the apparent cost is reduced, the "casting cost" of the spell for
    reasons of Spell Blast or such is still the full amount. [bethmo 6/18/94]
    Just think of the Gate as contributing 2 to the cost, not reducing it.
  Multiple Gates do add up.  Two will contribute up to 4 toward the cost,
    and so on. [bethmo 6/29/94]

Psionic Entity:
  The artist is actually Justin Hampton. [Duelist Magazine #2, page 7]

Psychic Purge:
  The loss of life cannot be prevented by any means.  It is not damage.
    [bethmo 6/15/94]
  Not triggered by effects which cause the hand to be reshuffled into the
    library like Winds of Change, but is triggered by effects which say to
    discard entire hand such as Wheel of Fortune. [Aahz 6/16/94]
  Is triggered by Cursed Rack which forces you to discard during discard
    phase.  Note that you can choose to do the normal "discard down to 7"
    after resolving the Cursed Rack during your discard phase.  This means
    that if you had 9 cards in your hand and 5 of them were Purges that
    you could discard all 5 Purges. [Aahz 6/23/94]
  It is not triggered if Psychic Purge is countered and thereby sent to the
    graveyard. [Duelist Magazine #2, page 9]
  Should be read as saying "any opponent". [Duelist Magazine #4, Page 64]

Puppet Master:
  Can pay UUU to reclaim the Puppet Master even if the creature leaves play
    by means of Unsummon or other effect which would normally destroy this
    enchantment. [Duelist Magazine #2, page 9]
  The cost must be paid immediately upon the sending of the card to the
    graveyard.  You cannot wait until later. [WotC Rules Team 9/15/94]

Pyrotechnics:
  No, you cannot do fractional points of damage. [Duelist Magazine #2, page 9]
  You can assign damage to multiple targets and are not forced to assign the
    same amount of damage to each target (like you are with Fireball).  
    [D'Angelo 03/07/95]
  No matter how much you assign to a target, it is only targeted once, and so
    damage arrives in one packet per target regardless of the amount of damage
    assigned to that target. [D'Angelo 03/02/95]

Rabid Wombat:
  If an enchantment is removed from the Wombat, its power and toughness
    change immediately. [bethmo 6/16/94]
  Animate Dead does not pump up the Wombat because it is not an Enchant
    Creature spell. [Aahz 7/25/94]  I personally disagree with this one but
    the ruling was firm that "Enchant Dead Creature" was very different from
    "Enchant Creature" because it really means "Enchant Card in the Graveyard
    which would be a Creature if in play".

Recall:
  The "UXX" casting cost is not a misprint.  It means to spend one blue plus
    two times X colorless to cast the spell. [Duelist Magazine #2, page 7]
  Has been on the Duelist's Convocation restricted list (only 1 per deck)
    for tournaments since 08/01/94.

Red Mana Battery:
  See Black Mana Battery for rulings.

Reincarnation:
  Caster selects the creature which comes into play. [Card Text]
  Can bring back the same creature because you select the creature after
    sending the current one to the graveyard. [bethmo 6/29/94]
  If cast on the Firestorm Phoenix, you get the Phoenix placed in your hand
    before you select a creature, so you must pick another creature from 
    the graveyard to put into play. [bethmo 6/29/94]
  Spell fizzles if there are no creatures in the graveyard (this is possible
    if the creature it was cast on was a Firestorm Phoenix, Cyclopean Mummy,
    or some other creature that leaves the graveyard immediately after
    entering it. [bethmo [6/29/94]

Relic Barrier:
  Cannot target a tapped artifact. [Aahz 7/27/94]

Relic Bind:
  As errata to the card, it should read "When target artifact that opponent
    controls is tapped..." [Duelist Magazine #4, Page 138] This is a BIG 
    change to the way this card can be used.  It is inert when on one of your 
    own artifacts. 
  Should be read as saying "any opponent". [Duelist Magazine #4, Page 64]

Remove Enchantments:
  Read the second sentence as saying "If cast while an opponent is attacking
    you". [Duelist Magazine #4, Page 64]

Remove Soul:
  Only works on Summon cards.  Cannot counter an Artifact creature or spell
    which brings a creature into play but which does not say "Summon" under
    the picture. [bethmo 6/15/94]

Reverberation:
  If used on a sorcery like Hurricane which does X damage to multiple targets,
    it will cause that player to take damage equal to the sum of all damage
    inflicted by the spell.  Ouch! [Duelist Magazine #2, page 9]
  This spell can only be used during damage prevention steps, so it cannot be
    used on sorceries that do not do damage. [bethmo 7/1/94]

Rohgahh of Kher Keep:
  In multiplayer games you can choose a different opposing player each time it
    requires you to. [Duelist Magazine #4, Page 64]

Rust:
  Can only counter effects which read "Cost: Effect" so ones like Life Chisel
    are excluded. [Duelist Magazine #2, page 9]
  The player does not get back any costs spent to generate the effect being
    countered.  [bethmo 9/20/94]  This means that any sacrifices (even if the
    artifact sacrifices itself) are not undone.  The cards are lost.
    [Aahz 12/02/94]

Seafarers' Quay:
  See Adventurers' Guildhouse for rulings.

Sentinel:
  The * is set to 1 when cast and you can change it once per combat in which
    the Sentinel blocks or is blocked.  You cannot continue to change it if
    the other creature's power changes.  The * stays at this value until it
    is changed again. [Duelist Magazine #2, page 9]

Shelkin Brownie:
  Can only remove "Bands with Other" and not normal "Banding" ability.
    [Duelist Magazine #2, page 9]

Sol'kanar the Swamp King:
  Cannot trigger off its own casting. [Aahz 7/27/94]
    (This is a REVERSAL of a previous ruling)

Spectral Cloak:
  As errata to the card, the following should be added "Spectral Cloak does
    not cause any enchantments on target creature to be destroyed."
    [Duelist Magazine #4, Page 138]
  This spell does not remove itself. [Duelist Magazine #2, page 9]
  Note that interrupts are considered "fast effects" and are prevented from
    targeting a Cloaked creature. [D'Angelo 02/07/95]

Spirit Link:
  You only gain life for damage which is not prevented regardless of what 
    the creature damages (player or another creature) or the toughness of
    the blocking creature.  If you put Spirit Link on a Shivan Dragon and
    it is blocked by a Scryb Sprite, you still gain 5 life points.  If the
    Sprite has Protection from Red, you gain zero life since the protection
    reduces the damage to zero.  [bethmo 7/8/94]
  If a creature has more than one Spirit Link on it, they all work. 
    [Aahz 7/15/94]
  Works for damage due to combat or due to any special ability of the creature.
    For example, you would get one life for tapping a Prodigal Sorcerer to
    do damage. [Duelist Magazine #2, page 9]  Note that this is great for 
    creatures which damage you, such as not paying the Force of Nature's 
    upkeep, since you will get as much life as you take in damage.

Stangg:
  A Clone (or other copy) of Stangg will also get a twin as it comes into
    play.  Both the copy and the twin will then be buried because they are
    duplicates of Legends.  The only reason this is mentioned here is that
    two death events get generated for the likes of the Soul Net.
    [Aahz 8/12/94]
  If Stangg or the Twin are put into Tawnos' Coffin or Oubliette, then the
    other one will be buried.  The Twin will also be destroyed if put into
    either of these.  [WotC Rules Team 9/15/94]  When Stangg returns from 
    either of these, he will not get a new Twin, but he will not be buried 
    either.  This is because Stangg is only buried if the Twin leaves play
    while he is in play.  If he enters play without a Twin, that is okay.
    [Aahz 10/21/94]  (This last part is a partial REVERSAL of something
    previously noted.)

Storm Seeker:
  Your opponent may cast any interrupts or instants in their hand before this
    spell is resolved in order to take less damage. 
    [Duelist Magazine #2, page 9]
  Targets one opposing player. [Duelist Magazine #4, Page 64]

Sword of the Ages:
  You can't sacrifice creatures you don't control. [Aahz 6/15/94]
  Has been on the Duelist's Convocation restricted list (only 1 per deck)
    for tournaments since 08/01/94.

Sylvan Library:
  All effects in magic are resolved one at a time, so if you use multiple
    Sylvan Libraries at once, each will resolve in sequence.  You do not
    get to draw all the cards at once then put them all back at once.
    [WotC Rules Team 9/15/94]
  You may wait until after your draw before deciding whether or not to use
    this effect. [Duelist Magazine #2, page 9]
  You can return zero, one or two cards. [WotC Rules Team 9/15/94]

The Tabernacle at Pendrell Vale:
  The upkeep cost is not mandatory.  This goes for any mana cost on a card
    which does not explicitly list what sources the mana should be drawn
    from. [Aahz 6/15/94]

Takklemaggot:
  This spell is cast on a creature.  On the upkeep of the player controlling
    the creature, the creature gets a -0/-1 token.  When the creature is
    destroyed (by the tokens or any other means), the controller of the
    creature gets to place Takklemaggot on a creature of their choice.  If
    there are no creatures to put it on, then Takklemaggot becomes a simple
    enchantment. [Card Text]  
  If the creature leaves play without going to the graveyard (via Unsummon
    or something like that), Takkelmaggot is simply destroyed. 
    [bethmo 8/23/94]
  Note that Takklemaggot is always "controlled" in the game sense by the
    player who cast it, even though decisions are being made by the player
    whose creature is affected. [Aahz 7/6/94]

Telekinesis:
  This only stops damage from being dealt.  It does not stop other effects
    that result from attacking or blocking, such as the Basilisk ability.
    [bethmo 6/15/94]

Tempest Efreet:
  In multiplayer games you can choose a different opposing player each time it
    is used. [Duelist Magazine #4, Page 64]
  Has been on the Duelist's Convocation banned list (not allowed in a deck)
    for tournaments since 08/01/94 because it is only used in games for Ante.

Time Elemental:
  The self-destruction is not considered a blocking ability which is prevented
    by Fog. [Aahz 03/07/95]
+ It is destroyed at the end of combat, not when it blocks. 
    [WotC Rules Team 04/12/95]

Tor Wauki:
  Does damage immediately and may kill the creature before damage dealing.
    [Aahz 6/17/94]

Transmutation:
  This can effectively kill a creature with a power of zero, but there is
    still a chance to increase the power of the creature using fast effects
    before this takes effect. [bethmo 6/14/94]

Triassic Egg:
  The sacrifice of the egg is part of the effect, so you can sacrifice it
    at the same time you put on the second counter. [WotC Rules Team 9/15/94]
  Can hatch as soon as it has two tokens on it and is untapped.  This can
    be on the same turn you added the second token or on your opponent's
    turn as long as it is untapped. [Aahz 6/28/94]
  Can only hatch one creature no matter how many tokens are on it.
    [bethmo 6/20/94]

Underworld Dreams:
  Only affects the drawing of cards.  It does not affect spells like Demonic
    Tutor, Millstone, or Petra Sphinx which affect the library but do not
    say "draw" a card. [bethmo 6/22/94]
  In multiplayer games you choose one opposing player on casting and it only
    affects that one player.  This target is not changed even if this card
    changes controllers.  It becomes useless but stays in play if the target
    player leaves play. [Duelist Magazine #4, Page 64]
  Has been on the Duelist's Convocation restricted list (only 1 per deck)
    for tournaments since 08/01/94.
 
Unholy Citadel:
  See Adventurers' Guildhouse for rulings.

Ur-Drago:
  Allows any creature controlled by any player to block SwampWalking creatures
    as if they did not have this ability.  It is not limited to just Ur-Drago.
    [Aahz 6/17/94]
    
Venarian Gold:
  As errata to the card, it should read "Put X counters on Venarian Gold..."
    [Duelist Magazine #4, Page 138]  Even though it says to put the counters 
    on the creature, they go away if the enchantment is removed. It should 
    say that they go on the enchantment.  
  Once all the counters are gone, it just sits there as an inert enchantment.
    [bethmo 6/17/94]

Visions:
  You cannot rearrange the cards.  You put them back in the same order or
    you shuffle the whole library. [bethmo 8/31/94]

Voodoo Doll:
  All of the 'X's on this card refer to the number of counters on the card.
    Paying twice the number of counters and tapping the Doll does damage
    equal to the number of counters. [bethmo 6/15/94]
  If Power Artifact is applied to the Doll, each activation will cost X+X-2
    with a minimum cost of 1. [Aahz 7/25/94]
+ Adding a counter to the Doll is considered an upkeep cost. 
    [WotC Rules Team 10/12/94]  This cost must be paid before you can use
    the card. [WotC Rules Team 04/12/95]

Wall of Dust:
  Remove the counters during the Heal Creatures portion of your opponent's 
    next turn. [bethmo 6/16/94]
  Read "your opponent" as "their controller" for purposes of multiplayer
    games. [Duelist Magazine #4, Page 64]

Wall of Shadows:
  Can be destroyed by a Battering Ram because combat effects are not
    targeted. [Duelist Magazine #2, page 9]

Wall of Tombstones:
  When first brought into play, * is zero. [Duelist Magazine #2, page 9]

Wall of Vapor:
  Once a creature is blocked by the Wall, the creature cannot damage the
    wall for the remainder of that turn.  So, if an Instill Energy was on
    an attacking Prodigal Sorcerer, and the Sorcerer untapped after attacking
    and being blocked by the Wall, if it tried to poke the Wall, the damage
    would be prevented.  [D'Angelo 02/12/95]

Wall of Wonder:
  Paying to make the Wall capable of attacking does not override the normal
    rule that a creature may not attack unless it began your turn in play.
    [Duelist Magazine #2, page 9]
  If the toughness is high enough, you can apply the +4/-4 bonus as many times
    as you have mana to pay for it. [Aahz 6/16/94]

Whirling Dervish:
  Should be read as saying "any opponent". [Duelist Magazine #4, Page 64]

White Mana Battery:
  See Black Mana Battery for rulings.

Winds of Change:
  The number of cards you "originally" had is the number of cards in your hand
    when this spell is resolved, and not when it it cast.  In other words, if
    you start with 7 cards, cast Winds of Change, and then cast 5 other
    instants in the same batch, then you will get 1 new card and not 6 or 7.
    [Aahz 9/6/94]

Wood Elemental:
  You cannot sacrifice lands you don't control. [Aahz 6/15/94]
  The *'s are equal to the number of Forests sacrificed when the creature
    is brought into play.  This includes Clone, Doppelganger, Animate Dead,
    Resurrection, or even having it leave an Oubliette or Tawnos' Coffin.
    In all these cases Forests need to be sacrificed. [bethmo 6/25/94]
    (The part about Oubliette and Tawnos' Coffin is under some contention
    right now.)
  The Forests are sacrificed at resolution time.  This means you can use
    Magical Hack to change the land type which needs to be sacrificed.
    [Aahz 7/25/94]  The change must be made during casting.  Using Magical
    Hack once it is in play accomplishes nothing. [bethmo 9/22/94]


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, Legends and all of the cards listed herein are
    copyrighted by Wizards of the Coast.
