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General Rulings Summary                                       Updated 05/16/99

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Rulings are collected from many sources.  See credits and disclaimer at the
end of the file for details. 

This is the FINAL release under the FIFTH EDITION rules.

These rulings are updated monthly.  The most recent version is available on
the web (WWW) as either of the following:

    http://www.crystalkeep.com/magic/rules/index.html

If you do not have web access, send e-mail to "dangelo@crystalkeep.com" 
requesting a copy of the current Rulings Summaries.

A '+' is used to mark changes since the last released version on 04/21/99.

Thanx,

Stephen.
----
Stephen D'Angelo        | Official Rulings Summary NetRep
dangelo@crystalkeep.com | Network Representative, Wizards of the Coast, Inc.

==============================================================================


Table of Contents:
------------------------------------------------------------------------------
 A - Abilities
       A.1 - General Rulings on Abilities
       A.2 - Activated Abilities
       A.3 - Begin/End of Phase Abilities
       A.4 - Continuous Abilities
       A.5 - Phase Abilities
       A.6 - Phase Cost
       A.7 - Replacement Abilities
       A.8 - Triggered Abilities
       A.9 - Unactivated Abilities
       A.10 - Untap Abilities
       A.11 - Banding
       A.12 - Bands with Other
       A.13 - Buyback
       A.14 - Cumulative Upkeep
       A.15 - Cycling
       A.16 - Echo
       A.17 - Evasion
       A.18 - First Strike
       A.19 - Flanking
       A.20 - Flying
       A.21 - Landhome
       A.22 - Landwalk
       A.23 - Phasing
       A.24 - Protection
       A.25 - Rampage
       A.26 - Shadow
       A.27 - Trample
 C - Combat Rules
       C.1 - The Attack Phase
       C.2 - Step 0: Declaring intention to attack
       C.3 - Step 1: Beginning of Combat
       C.4 - Step 2: Declare Attackers
       C.5 - Step 3: Instants before Blocking
       C.6 - Step 4: Declare Blockers
       C.7 - Step 5: Instants after Blocking
       C.8 - Step 6: Damage Dealing
       C.9 - Step 7: End of Combat
       C.10 - Must Attack or Block
 D - DCI Tournament Rules
       D.1 - Tournament Structure
       D.2 - Deck Registration
       D.3 - Warnings, Penalties, and Ejection
       D.4 - Judges and Rulings
       D.5 - DCI Rating System
       D.6 - Card Text To Use
       D.7 - Card Sleeves
       D.8 - Deck Contents
       D.9 - Shuffling
       D.10 - Rules of Play
       D.11 - Sideboard
       D.12 - Other Rules
       D.13 - Classic Tournament Format
       D.14 - Classic-Restricted Tournament Format
       D.15 - Extended Tournament Format
       D.16 - Standard Tournament Format
       D.17 - Sealed Deck Formats
       D.18 - Block Constructed Deck Formats
       D.19 - Booster Draft Formats
 E - Extracted Rulings on Cards
       E.1 - Attack or Die Effects
       E.2 - Cantrips
       E.3 - Comes Into Play Abilities
       E.4 - Copy Cards
       E.5 - Face Down Cards
       E.6 - Fog Effects
       E.7 - Is Not Blocked Ability
       E.8 - Licids
       E.9 - Moving Enchantments
       E.10 - Pitch Spells
       E.11 - Poison
       E.12 - Tap and Hold Abilities
       E.13 - Templates
       E.14 - Vanguard Cards
 G - Game Terms and Rules
       G.1 - Activation Cost
       G.2 - Bury
       G.3 - Caster
       G.4 - Color
       G.5 - Colorless Mana
       G.6 - Controller
       G.7 - Costs
       G.8 - Countering Spells and Abilities
       G.9 - Counters
       G.10 - Counts As
       G.11 - Damage
       G.12 - Damage Prevention
       G.13 - Damage Redirection
       G.14 - Destroy
       G.15 - Discard
       G.16 - Draw
       G.17 - Exchange
       G.18 - Fast Effect
       G.19 - Fizzle
       G.20 - Generic Mana
       G.21 - Infinity
       G.22 - Life
       G.23 - Losing the Game
       G.24 - Loss of Life
       G.25 - Mana Burn
       G.26 - Mana Pool
       G.27 - Modal Spells and Abilities
       G.28 - On Its Way to the Graveyard
       G.29 - Owner
       G.30 - Phasing Out and In
       G.31 - Put Into Play
       G.32 - Regeneration
       G.33 - Remove from the Game
       G.34 - Rounding
       G.35 - Sacrifice
       G.36 - Simultaneous
       G.37 - Skipping a Draw
       G.38 - Skipping a Phase
       G.39 - Summoning Sickness
       G.40 - Tapping a Permanent
       G.41 - Targeting--Announcing and Resolving
       G.42 - Targeting--Is Something Targeted
       G.43 - Targeting--Valid Targets
       G.44 - Unblocked
       G.45 - Untapping a Permanent
 K - Card and Permanent Types and Information
       K.1 - Card Types
       K.2 - Permanents
       K.3 - Spells
       K.4 - Characteristics
       K.5 - Animating Artifacts and Lands
       K.6 - Artifact
       K.7 - Artifact Creature
       K.8 - Card Name
       K.9 - Casting Cost
       K.10 - Color of a Spell/Permanent
       K.11 - Creature
       K.12 - Creature Power and Toughness
       K.13 - Creature Type
       K.14 - Enchantment
       K.15 - Instant
       K.16 - Interrupt
       K.17 - Land
       K.18 - Land Type
       K.19 - Legendary Permanents
       K.20 - Mana Source
       K.21 - Play Cost
       K.22 - Snow-Covered Lands
       K.23 - Sorcery
       K.24 - Summon
       K.25 - Token Creatures
       K.26 - Walls
       K.27 - X Costs
 M - Multiplayer Rules
       M.1 - Multi-Player Rulings
       M.2 - Free-For-All Style
       M.3 - Team Play
 P - Phases of the Turn
       P.1 - Starting the Game
       P.2 - Phases of the Turn
       P.3 - Structure of a Phase
       P.4 - Beginning of Turn
       P.5 - Phase 1: Untap
       P.6 - Phase 2: Upkeep
       P.7 - Phase 3: Draw
       P.8 - Phase 4: Main
       P.9 - Phase 5: Discard
       P.10 - Phase 6: Cleanup
 T - Timing of Spells and Abilities
       T.1 - Types of Spells and Abilities
       T.2 - Types of Effects
       T.3 - Life Cycle of Spells and Abilities
       T.4 - Step 1: Announcing a Spell or Ability
       T.5 - Step 2: Interrupt Period
       T.6 - Step 3: Waiting for Resolution
       T.7 - Step 4: Resolution
       T.8 - Batch
       T.9 - Series
       T.10 - Damage Prevention Step
       T.11 - Interrupts
       T.12 - Mana Sources
       T.13 - Rule Effects
       T.14 - Order to Apply Effects
       T.15 - Play As A...
       T.16 - Timing Conflicts
 U - Unglued
       U.1 - Humor
       U.2 - Token Cards
       U.3 - Other
 Z - Zones of Play
       Z.1 - Zones of Play
       Z.2 - Ante
       Z.3 - Graveyard
       Z.4 - Hand
       Z.5 - Library
       Z.6 - Limbo
       Z.7 - Out of Game
       Z.8 - Phased Out
       Z.9 - Set Aside
       Z.10 - Territory
 Index
 Acknowledgements and Disclaimers


A - Abilities
------------------------------------------------------------------------------

A.1 - General Rulings on Abilities
  A.1.1 - An "ability" is any capability of the card described in the card's
    text area.  For token permanents, any abilities are described in the
    spell or ability which created the token (see Rule K.25).  The result of
    an ability is called its "effect".  Note that the text describing the 
    effects of a spell (see Rule K.3) that is not going to be a permanent are
    not considered abilities.  [D'Angelo 02/03/98]
  A.1.2 - A permanent may have the same ability more than once.  For activated
    abilities (see Rule A.2), only one can be used at a time.  For triggered
    abilities (see Rule A.8), all of them trigger.  For continuous 
    abilities (see Rule A.4), they may or may not be cumulative.
    [Mirage, Page 29]
  A.1.3 - Any effect which removes an ability removes all instances of that
    ability.  For example, if a creature had Flanking twice, then removing
    Flanking would remove both instances of the ability. [D'Angelo 02/03/98]
  A.1.4 - Abilities of a card do not apply when the card is not in play, 
    unless explicitly stated otherwise. [D'Angelo 02/03/98]
  A.1.5 - Abilities played when a card is not in play are not "creature
    abilities", "artifact abilities", or so on.  They are "card abilities"
    (or more specifically "creature card abilities", etc.).  Thus, things 
    which affect creature abilities do not affect the abilities of cards which
    are not in play.  For example, Ashen Ghoul is not affected by 
    Cursed Totem. [WotC Rules Team 06/01/97]
  A.1.6 - Unless otherwise stated, the controller of the permanent generating
    the ability is the only one who can play it. [bethmo 02/21/97]  Exceptions
    are usually noted with text such as "any/each player may".
    [D'Angelo 08/03/98]
  A.1.7 - If a card says "During such-and-such player's upkeep, do something",
    the ability is played by the current player.  It does not matter who
    controls the permanent generating the ability. [WotC Rules Team 07/03/97]
    Such abilities are controlled by the controller of the permanent, even 
    though that may be different from the player who played the ability.  
    See Rule A.5.4. [DeLaney 08/20/98]
  A.1.8 - If a card says "all players", "each player" or "any player may" do
    something, then the ability is played by that player and not by the card's
    controller. [bethmo 02/21/97]  For example, Howling Mine makes each
    player play the drawing ability during their draw phase.
    Also see Rule A.5.7, Rule A.8.11, and Rule A.8.12.
  A.1.9 - If an ability does not specify who plays it or specifies "you", 
    then it is only played by the controller of the permanent.
    [bethmo 02/21/97]  See Rule A.1.6.
  A.1.10 - The characteristics (see Rule K.4) and controller of an ability 
    are "locked in" when the ability is announced.  The characteristics are 
    the same as the characteristics of the source at that time.  
    [Mirage, Page 26]  See Rule K.4.4.
  A.1.11 - Abilities can only affect permanents in play and players unless 
    otherwise stated.
  A.1.12 - An effect is considered to grant an ability if it says that a
    permanent "gains <something>" or "gets <something>", where the <something>
    is anything other than a power/toughness bonus (such as +1/+1).  The 
    effect is just an effect if these words are not present.  For example, 
    Flight grants an ability, while Pacifism just has an effect.
    [WotC Rules Team 03/31/98]
  A.1.13 - The player playing an ability makes all choices, and they use that
    player as their reference.  This player may be different from the 
    controller of the permanent (which can happen with phase abilities, see 
    Rule A.5.4).  For example, Oath of Scholars says "During each player's 
    upkeep, if that player has fewer cards in hand than target opponent, the 
    player may discard his or her hand and draw three cards."  The word 
    "opponent" is interpreted as "opponent of the player of this ability", not
    the "opponent of the controller of Oath of Scholars".
    [WotC Rules Team 07/01/98]
  A.1.14 - An ability is considered "a mana-producing ability" if it can 
    produce mana under some set of conditions, even if those conditions are
    not currently being met.  For example, Gaea's Cradle has a 
    mana-producing ability even if you have no creatures. 
    [WotC Rules Team 03/18/99]  Also, any colors or types of mana the ability
    can produce under some set of conditions are considered by effects which
    check what the ability can generate.  It does not matter if those 
    conditions are currently being met. [WotC Rules Team 03/18/99]
  A.1.15 - An effect that copies or depends on the type of mana a card's
    abilities can produce checks all normal effects (such as 
    Phantasmal Terrain changing a land's type) and replacement 
    effects (such as Contamination), but does not check additional mana
    that might be generated due to triggered abilities (such as 
    Wild Growth or Fertile Ground). [WotC Rules Team 03/18/99]
  A.1.16 - If a mana copying effect or triggered ability generates mana and
    there is a choice of what type involved, the player playing the 
    mana-producing ability decides the color, regardless of who controls any
    of these effects. [WotC Rules Team 03/18/99]  For example, if an opponent
    places Fertile Ground on one of your lands, you decide the color of
    mana it generates.
  A.1.17 - Abilities that trigger (see Rule A.8) when a land is tapped for
    mana (such as Wild Growth and Mana Flare) trigger even if the land
    produces no mana.  [WotC Rules Team 03/18/99]
  Note - The text "Counts as a <something>" is not an ability.  See 
    Rule G.10.2.
  Note - Destroying the source of the ability after the announcement will 
    not affect the ability at all.  See Rule K.4.4.  For example, destroying
    a Prodigal Sorcerer after its ability has been announced will not 
    prevent or modify the ability.  
  Note - Playing an ability is not considered as "casting a spell".  Spells
    are different.  See Rule K.3 .

A.2 - Activated Abilities
  A.2.1 - Activated abilities are written as "<cost>: <effect>".
    [D'Angelo 02/03/98]
  A.2.2 - The cost is paid when the ability is announced (see Rule T.4).  
    The effect happens when the ability resolves (see Rule T.7).
    [D'Angelo 02/03/98]
  A.2.3 - Activated abilities are played as an Instant (and are Instants for
    all reasons) unless otherwise stated (or implied by context to be a
    triggered ability or some other kind of ability).  There is one exception.
    The ability of lands to tap for mana is not stated as being played as a 
    Mana Source, but it still is.  [D'Angelo 02/03/98]
  A.2.4 - Activated abilities may only be used while the permanent is in 
    play unless otherwise stated.  See Rule A.1.4 [D'Angelo 02/03/98]
  A.2.5 - An ability may have an effect which is done once (such as doing 
    damage to a creature), it may have a duration (such as "until end of turn"
    or "as long as <something is true>"), or it may create some other
    activated, continuous, or triggered ability for future use.
    [D'Angelo 02/03/98]
  A.2.6 - A restriction like "No more than XX can be spent each turn" applies
    to all players who might control the card during a turn.  A restriction
    like "Use this only X times" or "You may pay no more than X" applies
    to each player separately, because it implies the controller is the one
    being limited. [Aahz 03/17/97]
  A.2.Ruling.1 - Each use of an ability is separate.  You cannot pay the cost
    multiple times in a single use. [Duelist Magazine #12, Page 26]  For
    example, you cannot pay BB to have Pestilence do 2 points of damage.
    You can pay B twice to have Pestilence do 1 damage two separate times.
  A.2.Ruling.2 - A restriction like "No more than 4 can be spent this way
    each turn" effectively limits the number of uses, but if the use cost
    changes the number of limited uses may change.  For example, 
    a Roterothopter with Power Artifact can be given +4/+0 because this
    can be done with four payments of 1 mana. [WotC Rules Team 11/10/95]
  A.2.Ruling.3 - Effects that increase the cost to use an activated ability
    apply to each activation.  For example, if Gloom was in play and Holy
    Armor was used 5 times, you would have to pay 20 mana (5*(1+3)) for
    the +0/+5 bonus. [D'Angelo 02/03/98]
  A.2.Ruling.4 - Triggered abilities (see Rule A.8) which are activated are
    played as trigggered abilities and not as instants (see Rule A.2.3).  And
    they trigger only while in play, rather than being played only while 
    they are in play (see Rule A.2.4). [D'Angelo 08/25/98]
  Note - This same format is used on instants, sorceries, and mana sources to
    indicate part of the play cost (see Rule K.21.3).  Something is an 
    activated ability only if it appears on cards which can become 
    permanents. [D'Angelo 05/28/98]
  Note - Activated abilities that include "use this ability only 
    when <something happens>" are played as triggered abilities. 
    See Rule A.8.2.

A.3 - Begin/End of Phase Abilities
  A.3.1 - Begin/end of phase abilities are written as "At the end of 
    <phase>, do <something>."  Playing the ability is mandatory unless it
    says "you may do <something>". [D'Angelo 02/03/98]
  A.3.2 - These abilities are played during the Series (see Rule T.9) at
    the beginning or end of the appropriate phase (or turn). 
    [D'Angelo 02/03/98]
  A.3.3 - A begin/end of phase ability which requires a target cannot be 
    played if there is no legal target.  Unless stated otherwise, there is 
    no penalty for not playing the ability.  [D'Angelo 09/25/96]
  A.3.4 - If a new beginning or end of phase ability is introduced which 
    affects a player while dealing with that player's beginning or end of 
    phase Series (see Rule T.9), you have to deal with the new ability as 
    well.  But, once you pass a player's phase abilities and go to the next 
    player, you do not loop back and do the previous player's abilities 
    again (see Rule T.9.1).
  A.3.5 - Begin/end of phase abilities are played only once each turn.
    [Barclay 08/03/98]

A.4 - Continuous Abilities
  A.4.1 - Continuous abilities have no cost to activate and are always 
    in effect while the permanent is in play. [D'Angelo 02/03/98]
  A.4.2 - Some continuous abilities may have conditional clauses such as 
    "<something happens> as long as <some condition is true>" or
    "As long as <something is true>, <something happens>".
  A.4.Ruling.1 - Continuous abilities only affect things in play unless 
    otherwise stated.  See Rule A.1.11.  [D'Angelo 02/03/98]
  Note - See Rule T.2 and Rule T.14 for information on the effects of 
    continuous abilities.
  Note - Continuous abilities of non-creature, non-land artifacts are "turned
    off" if the card is tapped.  Creatures and lands are not subject to this
    rule.  See Rule K.6.4 and Rule K.6.5.

A.5 - Phase Abilities
  Note - Phase abilities are worded very similarly to Phase Costs (see 
    Rule A.6), so make sure you find the appropriate entry.  
  A.5.1 - Phase abilities are written as "During <phase>, do <something>."
    Playing the ability is mandatory unless it says "you may 
    do <something>."  [D'Angelo 02/03/98]
  A.5.2 - Phase abilities are played exactly once during the appropriate
    phase.  They may not be played more than once.
    [Fifth Edition, Page 47]
  A.5.3 - These abilities are played as an Instant.  Any targets are chosen
    and choices are made on announcing (see Rule T.4) the <something> 
    happens on resolution (see Rule T.7). [Fifth Edition, Page 47]  
    See Rule T.1.5.
  A.5.4 - Phase abilities are played by the active player, but are controlled
    by the controller of the source of the ability. [WotC Rules Team 05/01/98]
    For example, when Bottomless Pit is in play, the current player plays 
    the ability when they want to, but the opponent may be considered the 
    controller of the discard, and thereby trigger Guerrilla Tactics.
  A.5.5 - A phase ability which requires a target cannot be played if there
    is no legal target.  Unless stated otherwise, there is no penalty for 
    not playing the ability.  [D'Angelo 02/03/98]
  A.5.6 - If a phase ability for a permanent is dealt with, and then the 
    permanent stops being and then returns to being affected by the phase 
    ability, the permanent does not gain a new, un-dealt-with phase ability.
    [WotC Rules Team 02/01/98] For example, if a creature phases out and back
    in during the same upkeep, you do not do the phase ability again.
  A.5.7 - If a player is instructed to play a phase ability of a permanent 
    they do not control, the controller of the permanent is still considered 
    to be the controller of the ability. [WotC Rules Team 05/02/98]
    For example, Bottomless Pit.  See Rule G.6.Ruling.2.
  A.5.Ruling.1 - All parts of a phase ability are done on resolution.  This is
    true even if you might normally consider what is being done as being a 
    cost.  For example, "During your upkeep, sacrifice a land" has you choose
    a land on resolution and sacrifice it, and "During your upkeep, pay 1" has
    you pay 1 mana during resolution of the phase effect. [Aahz 09/15/97]
  A.5.Ruling.2 - Most phase abilities are imparted by a permanent.  You can 
    avoid dealing with the phase ability by removing the permanent from play 
    or by otherwise deactivating its effect (remember that non-creature, 
    non-land artifacts deactivate when they are in a tapped state).  
    [Fifth Edition, Page 48]  For example, if you Disenchant 
    an Unstable Mutation off a creature, you do not later need to put 
    the -1/-1 counter on it.  If you already dealt with the effect prior to 
    removing the permanent from play, however, this does not undo the effect.
  A.5.Ruling.3 - A phase ability worded as "During <phase>, if <something 
    is true>, do <something>." is a mandatory ability.  The check to see 
    if the something is true is done on resolution of the ability.
    [bethmo 10/23/97]
  A.5.Ruling.4 - If a phase ability fizzles with respect to all of its 
    targets, it is considered dealt with and may not be played again.
    [Duelist Magazine #16, Page 25]
  A.5.Ruling.5 - Abilities written as "<cost>: <effect>.  Use this ability 
    only during <phase>" are not phase abilities.  They are simply activated 
    abilities (see Rule A.2) which have a restriction on when they can be 
    played. [Aahz 10/16/96]
  Note - A player cannot decline to start a Batch (see Rule T.8) if they
    have a mandatory phase ability which has not been played, and which can
    be played. [Fifth Edition, Page 47]  For example, Erhnam Djinn says to 
    give an opponent's creature Forestwalk during Upkeep.  You cannot end 
    upkeep without dealing with this if there are any valid target creatures 
    in play, but if there are no valid target creatures, you may do so.
  Note - Having a phase ability applied to a permanent does not prevent the 
    abilities of the permanent from being used.  Only phase costs (see 
    Rule A.6) do that.
  Note - Untap costs (see Rule A.10) are different from phase abilities, so 
    the phase ability rules do not apply to them.

A.6 - Phase Cost
  A.6.1 - Phase costs are written "During <phase>, do <cost> or 
    else <something happens>", or as "During <phase>, do <cost>.  If you 
    cannot, then <something happens>".  The <cost> is usually a sacrifice, 
    payment of mana, or payment of life, but it can be anything.
    [Aahz 09/15/97]
  A.6.2 - A phase cost is mandatory if it says you must pay using the first
    wording in Rule A.6.1.  It is not mandatory if the first wording in A.6.1
    does not use the word "must".  A phase cost is always mandatory if you are
    using the second wording in Rule A.6.1. [D'Angelo 02/03/98]
  A.6.3 - All phase costs on a permanent are cumulative into a single cost 
    which must either be paid all at once or not at all.
    [Fifth Edition, Page 48]
  A.6.4 - If there are multiple phase costs with different times that they
    can be paid, then the entire cost can only be paid when the latest of the
    costs can be paid.  For example, if one cost is paid during upkeep and 
    another is paid at the end of upkeep, then the cost is paid at the end
    of upkeep. [Fifth Edition, Page 49]
  A.6.5 - If there are multiple phase costs and any one of them is mandatory,
    then the entire cost is mandatory. [WotC Rules Team 06/01/97]
    [Duelist Magazine #19, Page 30]  For example, a Lord of the Pit is in
    play with The Tabernacle at Pendrell Vale, then you must sacrifice a
    creature and pay 1 mana (if possible).
  A.6.6 - When played during a phase, it is played as an Instant with 
    the <cost> being paid (or not being paid) on announcing (see Rule T.4), 
    and either nothing happening (if the cost was paid) or 
    the <something happens> happening (if the cost was not paid) on resolution
    (see Rule T.7).  The phase cost is not considered "dealt with" until the 
    resolution is complete.  See Rule T.1.5. [D'Angelo 02/03/98]
  A.6.7 - When  a phase cost is to be paid at the beginning or end of a 
    phase, play it as a beginning/end of phase ability (see Rule A.3) with the
    same announce and resolution aspect as in Rule A.6.6. [D'Angelo 02/03/98]
  A.6.8 - The phase cost must be paid (or not paid) exactly once per turn.
    [Mirage, Page 43]
  A.6.9 - Permanents with phase costs on them may not use any activated 
    abilities (see Rule A.2) during a turn until the phase cost has been 
    "dealt with" for that turn. [Fifth Edition, Page 49]  This means if the 
    phase cost is paid during upkeep, the ability cannot be used during untap
    because that would be prior to the cost being paid.
  A.6.10 - If there are multiple phase costs on a single permanent, 
    the <something happens> part is played out as a sequence of effects 
    rather than as a single effect.  First the permanent's own phase cost 
    penalty, then the others in the order in which the phase cost entered 
    play. [WotC Rules Team 06/01/97] [Duelist Magazine #19, Page 30]  The 
    timing is the same as if resolving a single ability (see Rule T.7.1) with
    each of the effects being an "event".
  A.6.11 - Phase costs are played by the active player, but are controlled
    by the controller of the source of the ability. [WotC Rules Team 05/01/98]
  A.6.12 - If a phase cost for a permanent is dealt with, and then the 
    permanent stops being and then returns to being affected by the phase 
    cost, the permanent does not gain a new, unpaid phase cost.
    [WotC Rules Team 02/01/98]  For example, if a creature phases out and 
    back in during the same upkeep, you do not pay the phase cost again.  
    Similarly, if an artifact de-animates and then re-animates, any phase 
    cost applied to creatures would not have to be re-paid.
  A.6.13 - If phase costs combine in a way that makes them contradictory, then
    you cannot pay any of the costs and the side-effects of not paying take 
    place as normal. [WotC Rules Team 10/06/97] For example, if you had to 
    both sacrifice a card and send that same card to your hand as part of the
    phase cost of a single permanent, you could not do either.
  A.6.Ruling.1 - Continuous and non-optional abilities are not prevented by
    phase costs.  See Rule A.6.9.
  A.6.Ruling.2 - If you choose not to pay the phase cost, the optional 
    abilities may not be used until after the negative results are 
    applied (see Rule A.6.6).  [D'Angelo 02/03/98]  Note that a destroyed or
    buried permanent is put in the graveyard during resolution, so there is
    no time to use it afterwards.
  A.6.Ruling.3 - Most phase costs are imparted by a permanent.  You can avoid 
    dealing with the phase cost by removing the permanent from play.
    [Fifth Edition, Page 49]
  A.6.Ruling.4 - If something happens which adds a phase cost during a phase,
    it must be paid.  For example, if a Vesuvan Doppelganger becomes 
    a Lord of the Pit, during upkeep, a creature must be sacrificed if
    possible. [Fifth Edition, Page 49]
  A.6.Ruling.5 - If the phase cost for a permanent is paid and then the nature
    of the cost is changed with something like Sleight of Mind, you do not 
    have to repay the cost.  The permanent knows that the cost has already 
    been paid. [Aahz 07/22/97]
  A.6.Ruling.6 - If a phase cost is mandatory, you do not need to do anything
    special to make it possible to pay.  So, if a phase cost says you must 
    sacrifice a creature and you have no creatures, you are not required to 
    use your The Hive to generate a creature.  Similarly, you are not 
    required to draw mana from any mana sources in order to pay a phase 
    cost (unless the ability says otherwise). [Aahz 08/20/96]
  Note - The most common phase to have phase cost in is the Upkeep phase (see 
    Rule P.6), and they are commonly called Upkeep Costs.
  Note - Phase costs are not turned off when a non-creature, not-land artifact
    is tapped.  See Rule K.6.4.
  Note - Untap costs (see Rule A.10) are different from phase costs, so 
    the phase cost rules do not apply to them.

A.7 - Replacement Abilities
  A.7.1 - A replacement ability is an ability which replaces part of the
    effect of the resolution of another spell or ability with a different
    effect.  They are usually worded using the word "instead" to indicate that 
    something is replaced.  [D'Angelo 02/03/98]
  A.7.2 - Replacement abilities are played in a Series (see Rule T.9) just
    prior to that part/event of the spell or ability which they are altering. 
    [Fifth Edition, Page 46]  See Rule T.7.1 for the exact timing.
  A.7.3 - If a single effect is modified by a replacement ability so that the
    effect gives contradictory instructions, such as "put this card in the 
    graveyard and in your hand", then all contradictory parts of the effect 
    are ignored. [WotC Rules Team 10/06/97]
  A.7.4 - Replacement abilities are not played for any costs paid when
    announcing a spell or ability, or for the effects of a mana source.
    [D'Angelo 11/03/98]
  A.7.5 - A few cards have "continuous replacement" abilities.  These are
    not played in a Series and can modify costs and mana sources.  If two or
    more continuous replacements try to modify the same event, the active
    player chooses the order in which to apply the ones they control, then
    the other player chooses to apply the ones they control.
    [WotC Rules Team 11/02/98]  These cards are not marked by explicit text.
    They are usually easy to notice since they modify mana production or
    such, but in some cases this is just explicitly noted for various cards.
    Some cards included in this ruling are Contamination, 
    Furnace of Rath, Hall of Gemstone, Infernal Darkness,
    Naked Singularity, Ritual of Subdual, Serra Avatar,
    Sulfuric Vapors, and Yawgmoth's Will.  It does not include cards
    like Wild Growth and Mana Flare.
  A.7.Ruling.1 - Regeneration (see Rule G.32) is a replacement ability, so 
    it is played just prior to any effect resolving which would destroy a
    creature. [Mirage, Page 40]
  A.7.Ruling.2 - Jandor's Ring and Aladdin's Lamp are used as 
    replacement abilities to modify the resolution of a draw effect. 
    [Aahz 11/30/95]
  A.7.Ruling.3 - An exchange is considered two separate control changes or 
    card moves for purposes of replacement abilities.  For example, if an
    effect has you exchange a card in play for one in the graveyard, it would
    be replacable as if it were putting the one card into the graveyard
    separately from the bringing of the other card into play. 
    [bethmo 02/11/99]
  Note - When a replacement ability is used, it changes the upcoming effect
    and therefore causes a new Series (see Rule T.9) of replacement 
    abilities to be started.  See Rule T.9.5.
  Note - Look under specific card entries for details on how specific
    replacement abilities work.

A.8 - Triggered Abilities
  A.8.1 - Triggered abilities are written as "If <something happens>,
    do <something>" or "When/whenever <something happens>, do <something>" or
    "For each <something that happens>, do <something>".  If the ability says
    you "may do <something>", then use of the ability is optional.  If not, 
    then use of the ability is mandatory. [D'Angelo 08/03/98]
  A.8.2 - Triggered abilities can have activation costs (see Rule A.2).  In
    this case, they are written as "<cost>: <effect>.  Use this ability 
    only when <something happens>".  The ability can only be used one time 
    per trigger condition.  This is usually noted on the card as a reminder.
    [D'Angelo 02/03/98]
  A.8.3 - Triggered abilities check their condition continuously, even during
    the middle of an event (see Rule T.1.9), but they are played only after
    the event (see Rule T.1.9) or transition in the game (such as a spell 
    becoming "successfully cast) completes.  See Rule T.5, Rule T.6, and 
    Rule T.7 for when triggered abilities are played.
  A.8.4 - Triggered abilities only trigger while the permanent is in play
    unless otherwise stated.  See Rule A.1.4. [D'Angelo 02/03/98]
  A.8.5 - All the characteristics of a triggered ability are locked in when 
    that ability triggers.  The characteristics are the same as the 
    characteristics of the source at that time.  This may be a while before 
    the ability is actually played/announced during the Series (see Rule T.9)
    for triggered abilities. [D'Angelo 02/03/98]  If the ability checks the
    characteristics of something in play, including its source, it checks
    those characteristics during resolution.  See Rule K.4.4, Rule K.4.5
    and Rule K.4.6 for additional details.
  A.8.6 - A triggered ability can trigger on its own permanent leaving play.
    It will still be resolved even if its source is no longer in play.
    [Mirage, Page 41]  For example, an Animate Artifact on a Soul Net 
    will allow you to use the Soul Net's ability when it is killed.
  A.8.7 - Triggered abilities which trigger on a permanent leaving play will
    trigger based on the characteristics of the permanent just before it left
    play. [WotC Rules Team 02/01/98]
  A.8.8 - Triggered abilities which trigger on a permanent coming into play
    will trigger based on the characteristics on the card or the 
    token-creating ability which generated the permanent.  If the card or 
    ability refers to the permanent by name, its identity is also recorded so
    the effect knows exactly what card/token it is associated with even if 
    the card or token changes names after entering play. 
    [WotC Rules Team 02/01/98]
  A.8.9 - Triggered abilities which trigger "for each" damage dealt or
    "for each" card drawn or discarded, trigger once for the entire amount of
    damage dealt or the entire number of cards drawn or discarded.  So if X 
    cards are drawn in one effect, then you do the trigger X times during a 
    single resolution.  [WotC Rules Team 08/05/97] [Aahz 06/16/97]
  A.8.10 - Triggered abilities which trigger "whenever" damage is dealt or
    "whenever" a card is drawn, trigger separately for each point of damage 
    dealt or card drawn or discarded.  So if X cards are drawn in one effect,
    then you will have X separate triggered abilities to resolve. 
    [WotC Rules Team 08/05/97] [Aahz 06/16/97]
  A.8.11 - If a triggered ability gives a player other than the controller of 
    the source of the ability an option to do something, that player is 
    considered to play and control that triggered ability even though they 
    do not control the source of that ability.  [WotC Rules Team 07/01/98]  
    For example, Zur's Weirding and Mana Breach.  See Rule G.6.Ruling.3.
  A.8.12 - If a triggered ability gives each player the option to do 
    something, the controller of the source plays and controls the ability.
    The controller chooses what they do first, then other players do.
    [WotC Rules Team 07/01/98]  For example, Noble Benefactor.  
    See Rule G.6.Ruling.4.
  A.8.Ruling.1 - Because triggered abilities are played using the normal
    life cycle rules (see Rule T.3), triggered abilities can become nested.
    For example, if one spell's resolution caused two triggered abilities to 
    trigger, then during the resolution of the first one of these triggered 
    abilities, another effect is triggered.  The newly triggered ability is 
    resolved prior to going back and resolving the second of the original 
    pair of triggered abilities. [Duelist Magazine #14, Page 26]
  A.8.Ruling.2 - Abilities which trigger on you losing control of something 
    also trigger if that something leaves play since you lose control of it 
    when it leaves play.  [bethmo 01/15/96]
  A.8.Ruling.3 - Multiple abilities can trigger off the same thing happening,
    but a single permanent's ability will never double-fire off of a single 
    action.  For example, if you have two Scavenging Ghouls in play, each 
    will get a counter if a creature dies, but neither will get two counters.
    [D'Angelo 10/03/96]
  A.8.Ruling.4 - If a triggered ability says "if Xxxxx leaves play, 
    do <something> to Xxxxx", then the triggered ability will only be able
    to work if the Xxxxx is still in the same location that it left play to.
    This is because of the fact that all abilities lose track of a card when
    it changes zones (see Rule Z.1).  For example, if one ability says
    "If creature leaves play, remove it from the game" and the card is sent
    to the graveyard, but before you resolve this ability the card is instead
    sent to the player's hand, the removal from game will fail to happen.
    [bethmo 06/26/96]
  A.8.Ruling.5 - A triggered ability which is set up as part of the resolution
    of some other spell or ability will not detect changes which happened
    before it was set up.  For example, if a Phantasmal Mount's 
    ability (which includes setting up the triggered ability "If either 
    Phantasmal Mount or the targeted creature leaves play this turn, bury the
    other.") is used on a creature, and that creature or the Mount leave play
    before this triggered ability is actually applied, then the trigger will
    not cause the other one to be buried. [WotC Rules Team 08/08/97]
  A.8.Ruling.6 - You can play interrupts, such as from the Silver Wyvern,
    to a triggered ability.  [D'Angelo 04/20/98]
  A.8.Ruling.7 - Due to Rule A.8.11 and A.8.12, triggered abilities are always
    played and controlled by the same player.  Only phase abilities can get
    the odd case where they are played by one player but controlled by 
    another.  See Rule A.5.7. [D'Angelo 07/17/98]
  A.8.Ruling.8 - An ability that triggers on a permanent leaving play will use
    the game state at the time right before that permanent left play to answer
    any questions about things that were in play.  This is how the 
    characteristics of the permanent leaving play are determined.  A 
    side-effect of this is that a permanent's ability can trigger on itself
    leaving play or on things leaving play at the same time it does.  The
    ability will also end up seeing all the permanents that left play at the
    same time it did as being in play as far as the ability is concerned.  For
    example Lifeline checks if other creatures are in play and will see
    creatures that left play at the same time.  [D'Angelo 11/17/98]
  Note - A handy way to translate triggers into timing is to change "when" 
    or "if" to "just after" in your head, since triggers are resolved just 
    after the thing that triggers them finishes happening. [D'Angelo 10/15/96]

A.9 - Unactivated Abilities
  A.9.1 - On some cards an ability may not be activated (see Rule A.2),
    continuous (see Rule A.4), triggered (see Rule A.8), or anything else.
    It is simply an ability which can be optionally used.  There is no
    standard way to write such abilities. [D'Angelo 02/03/98]
  A.9.2 - Unactivated abilities are played as an Instant (and are Instants for
    all reasons) unless otherwise stated (or implied by context to be a
    triggered ability, phase ability, etc.). [D'Angelo 02/03/98]
  A.9.3 - Unactivated abilities may only be used while the permanent is in
    play unless otherwise stated.  See Rule A.1.4. [D'Angelo 02/03/98]
  Note - One card with an unactivated ability is Ifh-Biff Efreet.

A.10 - Untap Costs
  A.10.1 - Untap costs are written as something similar to "You may pay an
    additional <cost> during your upkeep to untap this permanent."  All such
    abilities are associated with a "this permanent does not untap as normal
    during the untap phase" statement.
  A.10.2 - All untap costs are cumulative into a single cost which must be
    paid all at once in order to untap the permanent.
    [Fifth Edition, Page 53]  For example, an Island Fish Jasconius with 
    two Paralyze spells on it would require a payment of 8UUU to untap it.
  A.10.3 - If there are multiple untap costs with different times that they
    can be paid, then the entire cost can only be paid when the latest of the
    costs can be paid.  For example, if one cost is paid during upkeep and 
    another is paid at the end of upkeep, then the cost is paid at the end
    of upkeep. [Fifth Edition, Page 53]
  A.10.4 - When played during a phase, it is played as an Instant with the 
    cost being paid on announcing, and the untapping happening during the 
    resolution of the ability.  When played at the end of a phase, treat it
    as an end of phase ability (see Rule A.3).  See Rule T.1.5.
  A.10.5 - Playing an untap cost is optional.
    [Fifth Edition, Page 52]
  A.10.6 - When played during a phase, the ability can be played more than 
    once if you want to. [Fifth Edition, Page 52]
  A.10.Ruling.1 - Any spell ability which untaps a permanent as part of its
    effect may do so without paying the untap costs.  For example, 
    Instill Energy can untap the creature directly. 
    [Duelist Magazine #3, Page 15]

A.11 - Banding:
  A.11.1 - The ability is written as "Banding".  On older cards, the ability
    was written as "Bands". [D'Angelo 02/03/98]
  A.11.2 - Banding consists of two separate abilities, which can be referred 
    to as "mutual assistance" and "damage sharing". [D'Angelo 02/03/98]
  A.11.3 - Mutual assistance only applies to attacking creatures.  It is an 
    agreement that if any one of the attackers is blocked, that the whole 
    group will stop and gang up on the blocker(s). [D'Angelo 02/03/98]
  A.11.4 - When declaring attackers, any number of Banding creatures and up to
    one creature without Banding may be grouped together in an attacking 
    "band". [Fifth Edition, Page 29]
  A.11.5 - Use of Banding to attack is optional. [Fifth Edition, Page 29]
  A.11.6 - Use of Banding to form an attacking band ends at the end of combat.
    [D'Angelo 02/03/98]
  A.11.7 - If Banding is removed from an attacker after the attacking band
    is declared, the band will still stay together.
    [Duelist Magazine #17, Page 24]
  A.11.8 - If any creature is assigned to block a member of an attacking 
    band, then the creature is also considered to be blocking all other 
    members of that band, even if the creature could not normally block 
    those other creatures. [Fifth Edition, Page 29]
  A.11.9 - Each attacking creature is a separate source of damage.  The
    creatures are not lumped together into one large source.
    [D'Angelo 02/03/98]
  A.11.10 - Creatures do not gain or lose abilities when banded to attack.
    They each keep their separate abilities and identity.
    [Fifth Edition, Page 29]
  A.11.11 - Damage sharing only applies when combat damage (see Rule C.1.8)
    is assigned.  [D'Angelo 02/03/98]
  A.11.12 - When resolving damage in combat (on either attack or defense),
    if at least one creature with Banding ability is present in a group of
    creatures which are blocked by or which are blocking the same creature, 
    then the group of creatures is subject to damage sharing.  
    [Fifth Edition, Page 29]
  A.11.13 - Combat damage is divided among a damage sharing group of 
    creatures by the controller of those creatures.  This is opposite the
    normal case where damage is assigned by the controller of the creatures
    which are dealing the damage (see Rule C.8.5 and Rule C.8.6). 
    [Fifth Edition, Page 29]
  A.11.14 - Damage sharing is not optional.  [D'Angelo 02/03/98]
  A.11.15 - Damage can be assigned among the creatures in any way desired.
    It is legal to put zero damage on some and to put more damage than a
    creature's toughness on another, as long as all of the damage is 
    assigned to a creature. [Fifth Edition, Page 30]
  A.11.16 - Banding is a continuous, non-cumulative ability.  See Rule A.1.2.
    [D'Angelo 02/03/98]
  A.11.Ruling.1 - To block an attacking band with a creature, your blocker
    only needs to be able to block one member of the band for mutual 
    assistance to take effect.  For example, a Mesa Pegasus banded with 
    a Fear-enchanted Scathe Zombies can be blocked by either a flying
    creature (by blocking the Mesa Pegasus) or a black or artifact 
    creature (by blocking the Scathe Zombies). [D'Angelo 02/03/98]
  A.11.Ruling.2 - Creatures do not "band for defense".  Even without 
    banding, multiple creatures can block a single attacker.  Creatures are
    assigned as blockers individually.  Banding only affects the damage
    sharing. [D'Angelo 02/03/98]
  A.11.Ruling.3 - If a Banding creature dies before damage dealing, then 
    it does not count towards determining if damage sharing applies.  
    [D'Angelo 02/03/98]

A.12 - Bands with Other:
  A.12.1 - The ability is written as "bands with other <creature type>".
    [D'Angelo 02/03/98]
  A.12.2 - When declaring attackers, creatures with Bands with Other ability 
    may "band" together, as per the normal Banding rules (see Rule A.11.3
    through Rule A.11.10), with any number of creatures which either have 
    Banding or have the same "bands with other <creature type>" ability. 
    [Legends Rulecards]
  A.12.3 - Use of Bands with Other to form an attacking band is optional. 
    [D'Angelo 02/03/98]
  A.12.4 - Use of Bands with Other to form an attacking band ends at the end
    of combat. [D'Angelo 02/03/98]
  A.12.5 - When resolving damage in combat (on either attack or defense), if 
    at least two creatures with the same "bands with other <creature type>" 
    ability are present in a group of creatures, the group is treated as if 
    a Banding creature were present (see Rule A.11.11 through Rule A.11.15).
    [Legends Rulecards]
  A.12.6 - If Bands with Other is removed from an attacker after the attacking
    band is declared, the band will still stay together.
    [Duelist Magazine #17, Page 24]
  A.12.7 - Bands with Other is a continuous, non-cumulative ability.  
    See Rule A.1.2.  [D'Angelo 02/03/98]
  Note - The Bands with Other ability was introduced in the Legends expansion
    set and has not appeared in any other expansion.

A.13 - Buyback:
  A.13.1 - The ability is written as "Buyback <cost>".  The cost can include
    mana, sacrifices, loss of life, or any other action on the game.
    [D'Angelo 02/03/98]
  A.13.2 - The Buyback cost is paid when announcing the spell.
    [Tempest, Page 6]
  A.13.3 - The use of Buyback is optional.  [D'Angelo 02/03/98]
  A.13.4 - If you pay the Buyback cost when you play the spell, then the spell
    is returned to your hand at the end of resolution, rather than going to 
    your graveyard. [Tempest, Page 6]
  A.13.5 - The spell does not go to your hand if it is countered or if it 
    fizzles with regards to all of its targets.  In these cases, it simply
    goes to the graveyard as normal. [Tempest, Page 7]
  A.13.6 - Buyback is considered a continuous replacement ability (see
    Rule A.7.5), and interacts with other continuous replacements as per
    those rules. [bethmo 01/18/99]
  A.13.Ruling.1 - Cost reducing effects can be applied to Buyback costs.
    [D'Angelo 10/17/97]  See Rule K.21.Ruling.1.
  A.13.Ruling.2 - If a Buyback spell is cast by someone other than the owner
    (using Grinning Totem), the Buyback fails and the card goes to the 
    owner's graveyard as normal.  This is because Rule A.13.4 specifies the
    card must be going to your graveyard in order to go to your hand, and
    when casting an opponent's spell, the card is going to your opponent's
    graveyard. [D'Angelo 04/05/98]

A.14 - Cumulative Upkeep:
  A.14.1 - The ability is written as "Cumulative upkeep <cost>".  The cost 
    can be in mana, sacrifices, loss of life, or any other effect on the game.
    [Mirage, Page 61]
  A.14.2 - As an Instant ability during the controller's upkeep, the 
    controller must either pay or not pay the upkeep.  Payment is done during 
    the announcement if it is paid, and is considered paid when the Instant 
    ability resolves.  If not paid, the permanent is buried when the Instant
    ability resolves. [Mirage, Page 61]
  A.14.3 - The cost to be paid is one times the cost the first time it is 
    paid, two times the cost the second time, three times the cost the third 
    time, and so on. [Mirage, Page 61]  Track the number of times it is paid 
    by adding a counter to the source of the cumulative upkeep upon resolution 
    of the Instant ability. [Duelist Magazine #16, Page 24]  For example, if a 
    card has "Cumulative Upkeep: B and 2 life", you pay B and 2 life on the 
    first upkeep, BB and 4 life on the next upkeep, BBB and 6 life on the 
    next upkeep, and so on.  This works out to be the base cumulative upkeep
    cost times one plus the number of counters. [D'Angelo 02/03/98]
  A.14.4 - If cumulative upkeep is not paid for some period of time because 
    the permanent is not in play or was temporarily changed so that it no 
    longer had a cumulative upkeep, the cumulative upkeep tracking is not 
    reset.  Payment resumes as soon as it applies. 
    [Duelist Magazine #16, Page 24] (This is a REVERSAL of Mirage, Page 62)
  A.14.5 - Cumulative upkeep is not reset if the permanent changes 
    controllers.  [Mirage, Page 62]
  A.14.6 - Cumulative upkeep follows all the normal rules for phase costs (see
    Rule A.6).  This means they are merged with other phase costs (see
    Rule A.6.4).  [D'Angelo 02/03/98]
  A.14.Ruling.1 - Permanents which count their last paid cumulative upkeep
    only count their own cumulative upkeep, not ones imposed by other cards.
    [bethmo 06/20/97]  This is because each cumulative upkeep is tracked 
    separately as per Rule A.14.3.
  A.14.Ruling.2 - If a new cumulative upkeep is added by adding text to a
    card, such as with Mana Chains, then the new cumulative upkeep is 
    merged with any existing cumulative upkeep.  For example, adding a
    Mana Chains to a Polar Kraken with a last-paid cumulative upkeep of 6
    will require a cumulative upkeep of 7 islands and 7 mana.
    [D'Angelo 05/28/98]  Note that most times the cumulative upkeep is not
    added by adding text.  It is usually imposed by an ability.

A.15 - Cycling:
  A.15.1 - The ability is written "Cycling <cost>".  All cards include
    reminder text defining the ability as "You may pay <cost> and discard this
    card from your hand to draw a card.  Play this ability as an instant."
    [Urza's Saga Rule Page]
  A.15.Ruling.1 - Since the ability is an instant, it can be used at any time
    instants are legal. [Urza's Saga Rule Page]
  A.15.Ruling.2 - You don't draw the card until the ability resolves, so you
    cannot play the newly drawn card until the next Batch of spells and
    abilities. [Urza's Saga Rule Page]
  A.15.Ruling.3 - Using Cycling is not a spell, it's a non-activated ability
    of a card.  It cannot be countered by things which counter spells or
    things that counter activated abilities of permanents.
    [Urza's Saga Rule Page] [DeLaney 10/05/98]

A.16 - Echo:
  A.16.1 - The ability is written "Echo".  All cards include reminder text
    defining the ability as "During your next upkeep after this permanent 
    comes under your control, pay its casting cost or sacrifice it."
    [Urza's Saga Rule Page]  The rulings are made based on a wording more
    like "During your upkeep, if this card came under your control between the
    start of your previous upkeep and the start of this upkeep, pay its 
    casting cost or sacrifice it." [D'Angelo 04/03/99]
  A.16.2 - The ability imposes a Phase Cost (see Rule A.6) on the permanent
    on the turn after you gain control of the permanent. 
    [Urza's Saga Rule Page]  This means you cannot use any activated abilities
    of the permanent until you dealt with this cost (see Rule A.6.9).
  A.16.Ruling.1 - The Echo payment is required on the turn after you get
    control of the creature, regardless of how you got control.  This means
    it happens after you play the permanent, bring the permanent into play
    with an effect, gain control of the permanent from another player, or 
    through any other means. [Urza's Saga Rule Page]
  A.16.Ruling.2 - Effects which modify the play cost of a spell, like the
    Emerald Medallion, cannot be used to modify the upkeep cost that you
    have to pay.  They only apply to the announcing of spells, and this is
    a phase cost. [D'Angelo 10/08/98]  The same applies to effects like
    Gloom.  They do not apply to the Echo payment. [D'Angelo 11/25/98]
  A.16.Ruling.3 - If you gain and lose control of the card several times 
    before your upkeep, you still only pay the Echo cost once. 
    [WotC Rules Team 10/18/98]
  A.16.Ruling.4 - Phasing a permanent in will cause Echo to have to be dealt
    with. [WotC Rules Team 10/17/98]
  A.16.Ruling.5 - If you manage to have it in play through an upkeep, but
    don't have to pay the echo (for example, if its abilities are ignored
    due to Humility), then you can manage to avoid the echo payment.
    [D'Angelo 03/03/99]
  A.16.Ruling.6 - If it enters play during your upkeep, you pay during the
    following upkeep. [Bethmo 03/27/99]

A.17 - Evasion:
  A.17.1 - Evasion is not a specific ability, but is instead a category of
    abilities which limit what creatures can be assigned to block a creature.
    All of these abilities specify some subset of creatures which cannot
    block the creature if it attacks.  They are usually worded 
    as "<something> creatures cannot block this creature" or "this creature 
    cannot be blocked by <something> creatures".  [D'Angelo 02/03/98]
  A.17.2 - Evasion abilities are cumulative.  In order to be assigned as a
    blocker, a creature must not be subject to any of the evasion exclusions.
    For example, if a creature had "cannot be blocked by black creatures" and
    "cannot be blocked by walls", then it could only be blocked by a creature
    that was both not black and not a wall. [Fifth Edition, Page 55]
  A.17.Ruling.1 - Evasion abilities only apply to blocker assignment.  If a 
    creature becomes a blocker by a means other than assignment, then it is
    not subject to any evasion abilities.  For example, if a creature blocks
    one member of a band of attackers, it becomes a blocker of other members
    of the band regardless of any evasion abilities those other members have.
    See Rule A.11.8. [D'Angelo 02/03/98]
  A.17.Ruling.2 - An attacking creature with an evasion ability may not
    "turn off" the ability and choose to be blockable.  [D'Angelo 02/03/98]
  Note - Flying (see Rule A.20), Landwalk (see Rule A.22), Protection 
    (see Rule A.24), and Shadow (see Rule A.26) are evasion abilities.

A.18 - First Strike:
  A.18.1 - The ability is written "First strike".  [D'Angelo 02/03/98]
  A.18.2 - Creatures with First Strike deal combat damage before creatures 
    without it. [Fifth Edition, Page 21]  See Rule C.8.1 for exactly when 
    this happens.
  A.18.3 - If a creature without First Strike is killed during First Strike
    damage dealing, then it will not deal combat damage at all.  
    [Fifth Edition, Page 21]  See Rule C.8.1.
  A.18.4 - First Strike is a continuous, non-cumulative ability.  Having First
    Strike more than once gives no additional effect.  See Rule A.1.2.  
    [D'Angelo 02/03/98]

A.19 - Flanking:
  A.19.1 - The ability is written "Flanking".  [D'Angelo 02/03/98]
  A.19.2 - Whenever a creature without Flanking is assigned to block a 
    creature with Flanking, the blocking creature gets -1/-1 until end of 
    turn. [Mirage, Page 1]  This is done as a triggered ability.
  A.19.3 - Flanking is not a targeted ability. [D'Angelo 05/21/97]
  A.19.4 - Flanking is a triggered, cumulative ability.  A creature with 
    Flanking twice gives out the -1/-1 twice (a total of -2/-2 but in two 
    separate triggered abilities). [bethmo 09/26/96]  See Rule A.1.2 and
    Rule A.19.2.
  A.19.Ruling.1 - This may kill the blocker prior to damage dealing, but the
    attacker is still blocked.  See Rule C.6.10.  [D'Angelo 02/03/98]
  A.19.Ruling.2 - Flanking does not apply to blockers which are not assigned
    to the Flanking creature directly.  For example, creatures that become 
    blockers due to blocking a member of a band which includes the Flanking 
    creature are not subject to the Flanking -1/-1 ability. [Mirage, Page 1]
  A.19.Ruling.3 - Gaining Flanking after blockers are assigned will have no 
    effect on the blockers because the time for Flanking to trigger has 
    already passed.  [Duelist Magazine #19, Page 34]
  A.19.Ruling.4 - If an attacking creature has multiple instances of the 
    Flanking ability, even one instance of Flanking on the blocking creature
    will negate the effect. [D'Angelo 06/15/98]

A.20 - Flying:
  A.20.1 - The ability is written "Flying".  [D'Angelo 02/03/98]
  A.20.2 - A creature without Flying cannot be assigned to block a creature
    which has Flying. [Fifth Edition, Page 20]
  A.20.3 - Flying is a continuous, non-cumulative ability.  Having Flying more
    than once gives no additional effect.  See Rule A.1.2. 
    [D'Angelo 02/03/98]
  A.20.Ruling.1 - A creature with Flying can block a creature without Flying.
    [Fifth Edition, Page 20]
  A.20.Ruling.2 - Flying is an evasion ability (see Rule A.17), so it is 
    cumulative with other evasion abilities.  [D'Angelo 02/03/98]

A.21 - Landhome:
  A.21.1 - The ability is written as "<land type>home", using a land type in 
    the name.  For example, Islandhome.  [D'Angelo 02/03/98]
  A.21.2 - A creature with Landhome cannot be declared as an attacker unless 
    the defending player controls at least one land of the appropriate land 
    type.  [Fifth Edition, Page 21]
  A.21.3 - The permanent is buried if the controller does not control any 
    lands of the appropriate land type. [Fifth Edition, Page 21]  This is 
    done as a Rules Effect (see Rule T.13).
  A.21.Ruling.1 - The land type (if it is a basic type) can be affected by 
    Magical Hack or Mind Bend.  [D'Angelo 02/03/98]
  A.21.Ruling.2 - If Landhome is ever on a non-creature artifact, land, or
    enchantment, the ability still functions. [WotC Rules Team 03/01/98]

A.22 - Landwalk:
  A.22.1 - The ability is written as "<land type>walk", using a land type in
    the name.  For example, Swampwalk or Plainswalk.  [D'Angelo 02/03/98]
  A.22.2 - If the defending player controls any lands of the appropriate land
    type, then no creatures may be assigned to block the Landwalking creature.
    [Fifth Edition, Page 20]
  A.22.3 - Spells and abilities which look for a kind of Landwalk work even
    if the Landwalk type is more specific.  For example, a spell which targets
    a creature with Islandwalk will work on a creature with Snow-Covered
    Islandwalk. [WotC Rules Team 09/22/95]
  A.22.4 - Landwalk of a particular type is a continuous, non-cumulative 
    ability.  Having the same type of Landwalk more than once gives no 
    additional effect.  See Rule A.1.2.
  A.22.Ruling.1 - If the defending player does not control any lands of the
    appropriate land type, then the ability does nothing. [D'Angelo 02/03/98]
  A.22.Ruling.2 - Even creatures with the same Landwalk ability cannot block
    such creatures if the defending player controls the appropriate land. 
    [D'Angelo 02/03/98]
  A.22.Ruling.3 - The land type (if it is a basic type) can be affected by 
    Magical Hack or Mind Bend.  [D'Angelo 02/03/98]
  A.22.Ruling.4 - Landwalk is an evasion ability (see Rule A.17), so it is 
    cumulative with other evasion abilities.  [D'Angelo 02/03/98]

A.23 - Phasing:
  A.23.1 - The ability is written "Phasing".  [D'Angelo 02/03/98]
  A.23.2 - A permanent with Phasing ability will "phase out" (see Rule G.30.1)
    at the beginning of its controller's untap phase (see Rule P.5).
    [Mirage, Page 1]
  Note - The rules for phasing in and out are described in Rule G.30.

A.24 - Protection:
  A.24.1 - The ability is written as "Protection from <something>".  Usually
    the something is a color (such as "Protection from Black"), but it may 
    be Artifacts or something else.  [D'Angelo 02/03/98]
  A.24.2 - Creatures (or other permanents) with this ability have three 
    benefits: [Fifth Edition, Page 30]
    1. Reduces damage from <something> sources to zero.
    2. Cannot have <something> creatures assigned to block it.
    3. Cannot be targeted by <something> abilities, spells, or enchantments.
  A.24.3 - Not being targeted by enchantments means that the appropriate
    local enchantment (Enchant Creature) cards bury themselves if they are 
    ever on the creature.  [Fifth Edition, Page 30]
  A.24.4 - If this ability is gained during a damage prevention step, it will
    not reduce any damage already on the creature to zero.  It will only
    affect damage assigned after the Protection starts. [Aahz 02/16/97]
  A.24.Ruling.1 - Untargeted spells and abilities can still affect the 
    creature.  For example, a Wrath of God can affect a creature with 
    Protection from White because Wrath of God is not targeted.  And creatures
    with Protection from Red are still affected by Orcish Oriflamme.
    [D'Angelo 02/03/98]
  A.24.Ruling.2 - Untargeted spells and abilities which do damage will damage
    the creature, but that damage will be reduced to zero by benefit number 
    one.  For example, Pestilence can damage a White Knight since it is
    untargeted, but the damage is reduced to zero.  [D'Angelo 02/03/98]
  A.24.Ruling.3 - Note that damage prevention spells do not usually target
    the creature.  This means that Healing Salve can be used on a creature
    with Protection from White.  [D'Angelo 02/03/98]
  A.24.Ruling.4 - Protection will not stop the creature from being sacrificed.
    See Rule G.35.2.  [D'Angelo 02/03/98]
  A.24.Ruling.5 - Protection does not protect any enchantments on the 
    creature from being targeted. [D'Angelo 02/03/98]
  A.24.Ruling.6 - Protection does not work while the creature's card is not
    in play.  For example, a creature with Protection from Black can be
    targeted by a Raise Dead.  See Rule A.1.4.  [D'Angelo 02/03/98]
  A.24.Ruling.7 - Protection includes an evasion ability (see Rule A.17), so 
    it is cumulative with other evasion abilities.  [D'Angelo 02/03/98]
  A.24.Ruling.8 - If Protection ability is ever on a non-creature artifact,
    land, or enchantment, the ability still functions. 
    [WotC Rules Team 03/01/98]

A.25 - Rampage:
  A.25.1 - The ability is written "Rampage X", where X is a number.  For 
    example, "Rampage 2".  Some older cards were written "Rampage: X".
    [D'Angelo 02/03/98]
  A.25.2 - A creature with "Rampage X" gains +X/+X until end of turn for
    each creature beyond the first which is assigned to block it.  
    [Fifth Edition, Page 31]  This bonus is added as a triggered ability (see
    Rule A.8) upon declaration of blockers (see Rule C.6.1).
  A.25.3 - Rampage is a triggered, cumulative ability.  Having Rampage more 
    than once will cause each Rampage ability to trigger.  For example, a 
    creature with Rampage 2 and Rampage 1 will get both the +2/+2 and +1/+1 
    abilities to trigger for each appropriate blocker assignment.  
    See Rule A.1.2. [D'Angelo 02/03/98]
  A.25.Ruling.1 - Rampage does not apply to blockers which are not assigned
    to the Rampage creature directly.  For example, creatures that become 
    blockers due to blocking a member of a band which includes the Rampage 
    creature do not count as additional blockers for the Rampage ability.
    [D'Angelo 10/15/96]
  A.25.Ruling.2 - Removing a blocker from the combat does not change the 
    bonus.  It is calculated once and lasts until the end of the turn.
    [D'Angelo 02/03/98]

A.26 - Shadow:
  A.26.1 - The ability is written "Shadow".  [D'Angelo 02/03/98]
  A.26.2 - A creature without Shadow cannot be assigned to block a creature
    with Shadow. [Tempest, Page 9]
  A.26.3 - A creature with Shadow cannot be assigned to block a creature
    without Shadow. [Tempest, Page 9]
  A.26.4 - It is possible for Banding to result in a Shadow creature blocking
    or being blocked by a non-Shadow creature.  This is not illegal. 
    [D'Angelo 02/03/98]
  A.26.Ruling.1 - Shadow is a continuous, non-cumulative ability.  Having 
    Shadow more than once gives no additional effect.  See Rule A.1.2.
    [D'Angelo 02/03/98]
  A.26.Ruling.2 - Shadow includes an evasion ability (see Rule A.17), so it is 
    cumulative with other evasion abilities.  [D'Angelo 02/03/98]

A.27 - Trample:
  A.27.1 - The ability is written "Trample".  [D'Angelo 02/03/98]
  A.27.2 - When an attacking creature with Trample assigns combat damage, the
    player distributing the damage may assign damage to the defending player
    if the attacking creature is unblocked, has no blockers which can have
    damage assigned to them, or if lethal damage (see Rule K.12.4) is also 
    assigned to all blockers which can receive combat damage. 
    [Urza's Saga Rule Page]
  A.27.3 - Trample is a continuous, cumulative ability.  See Rule A.1.2.
    Having Trample more than once gives no additional effect.
    [D'Angelo 10/08/98]
  A.27.Ruling.1 - The damage from all attackers is assigned to all blockers
    and players simultaneously.. [D'Angelo 10/08/98]
  A.27.Ruling.2 - The player distributing the damage can assign more damage 
    to a creature that is needed to kill that creature, and can choose to not
    assign damage at all to one or more blocking creatures.  If any blocking
    creature is not going to be lethally damaged (see Rule K.12.4), however,
    no damage may be assigned to the defending player. [Urza's Saga Rule Page]
    For example, if a Force of Nature (8/8 Trample) is blocked by 
    three 2/2 creatures, you could a) assign all 8 damage to one blocker, 
    b) 4 to each of two blockers, c) 3 to one 3 to another and 2 to the third,
    c) 3 to one, 2 to each other, and 1 to the defending player, d) 2 to each
    blocker and 2 to the defending player, and so on.
  A.27.Ruling.3 - Blocking creatures which cannot receive combat damage (due
    to Gaseous Form and similar effects) are simply ignored when assigning
    damage. [Urza's Saga Rule Page]
  A.27.Ruling.4 - If a creature was damaged prior to combat damage being 
    assigned, you only need to assign enough additional damage to make the
    creature have damage on it equal to its toughness before satisfying the
    Trample rules.  In other words, enough to make the creature have lethal
    damage (see Rule K.12.4). [D'Angelo 10/08/98]
  A.27.Ruling.5 - If a blocking creature has an ability that prevents or
    redirects damage, this in no way affects how much damage you need to 
    assign to make the blocker have lethal damage (see Rule K.12.4).  For
    example, if a 2/2 creature with Protection from Green blocked a
    Force of Nature, you would only need to assign 2 damage to it, even
    though that damage will be prevented by the ability during damage
    prevention. [WotC Rules Team 10/18/98]
  A.27.Ruling.6 - If the Trample creature is blocked, but the blocker is
    destroyed (or otherwise removed) before damage dealin, the Trample
    creature deals all of its damage directly to the defending player. 
    [D'Angelo 10/08/98]
  A.27.Ruling.7 - If a blocking creature is to receive damage from more than
    one attacking creature because it blocked multiple attackers (due to an
    ability or because the attackers were Banded), the player assigning the
    damage may assign the non-Trample creature's damage first in order to
    maximize the amount that can be assigned to the defending player.  (Note
    that the damage is really assigned all at once, not "first" and "next",
    but this model works to the same result.) [D'Angelo 10/08/98]
  A.27.Ruling.8 - Trample does not apply when blocking.  See Rule A.27.2.
    [D'Angelo 10/08/98]
  Note - The Trample ability was significantly redefined with the release of
    Urza's Saga at the beginning of October 1998.  Trample used to work in two
    steps.  First damage was assigned completely to the blocking creatures. 
    Any unprevented damage to blockers which had "trample ability" would then
    get redirected as automatic damage redirection to the defending player. 
    Because of this, it used to be very effective to assign all the damage to
    one blocker and thereby get the maximum amount of damage through.  Trample
    used to be very uneffective against Protection from Color and en-Kor 
    creature abilities, however. [D'Angelo 10/08/98]


C - Combat Rules
------------------------------------------------------------------------------

C.1 - The Attack Phase
  C.1.1 - The attack phase follows a multi-step procedure.  The steps are:
    [Fifth Edition, Page 23]
    0. Declare intention to attack during the Main phase
    1. Beginning of combat
    2. Declare attackers
    3. Effects before blocking
    4. Declare blockers
    5. Effects after blocking
    6. Damage dealing
    7. End of combat
  C.1.2 - All creatures involved in the attack move through all the steps
    at the same time.  In other words, you do not move one attacker through
    the steps, and then go back and move a different attacker through.
  C.1.3 - A creature is only considered an "attacking creature" during steps
    3 through 7, or "blocking creature" during steps 5 through 7.
    [Mirage, Page 49]
  C.1.4 - A creature which is removed from combat stops being an attacking or
    blocking creature.  It does not untap.  It will not deal or receive
    combat damage during step 6. [Fifth Edition, Page 54]
  C.1.5 - A creature is removed from the combat if it changes controllers or
    leaves play.  It will not rejoin the combat even if it returns to its
    original controller's control. [Fifth Edition, Page 54]
  C.1.6 - A creature is removed from the combat if it regenerates.
    [Fifth Edition, Page 54]
  C.1.7 - A creature is removed from the combat if it stops being a creature.
    It will not rejoin the combat even if it returns to being a creature.
    [Fifth Edition, Page 54]
  C.1.8 - The terms "combat damage" or "damage in combat" only apply to damage
    dealt by creatures during the damage dealing step (step 6).  Spells and 
    abilities which do damage during the attack phase are not considered 
    "combat damage" or "damage in combat". [Fifth Edition, Page 54]  Once 
    damage is redirected, it stops being "combat damage" 
    [Duelist Magazine #17, Page 24]
  C.1.9 - A small set of effects can "retroactively" remove a creature from
    combat.  They usually say "treat the creature as if it never attacked".
    There are some special rules for these cases.  See Rule C.4.8, Rule C.6.9,
    and Rule C.9.3.
  C.1.Ruling.1 - Tapping or untapping a creature does not remove the creature
    from combat. [Fifth Edition, Page 54]

C.2 - Step 0: Declaring intention to attack
  C.2.1 - During a player's Main phase (see Rule P.8), they may declare the 
    intention to attack instead of starting a Batch (see Rule T.8).  If the 
    opponent responds to this by starting a Batch, then the attack is 
    cancelled (but the player can declare the intent to attack again if they
    want to).  If the opponent does not respond, the attack phase begins.  
  C.2.Ruling.1 - A player may only declare one attack per turn unless some
    effect alters this.  See Rule P.8.1.
  C.2.Ruling.2 - In a multiplayer game, you do not need to declare which 
    player you are attacking at this time. [D'Angelo 01/23/95]
  Note - Starting an attack is similar to any phase change in that you cannot
    go on to declare attackers until your opponent is done doing actions in 
    your main phase.  

C.3 - Step 1: Beginning of Combat
  C.3.1 - Before starting this step, first check for mana burn (see
    Rule G.25), then check for players losing the game (see Rule G.22.3).
  C.3.2 - During this step, handle anything which triggers on or is scheduled
    for the beginning of the attack using the normal beginning of phase rules
    (see Rule P.3 and Rule T.9). For example, Goblin Flotilla has an 
    ability that triggers on the beginning of combat.

C.4 - Step 2: Declare Attackers
  C.4.1 - This step can be charted out as follows:
    [WotC Rules Team 08/05/97] [Duelist Magazine #20, Page 35]
    a. Chance to use spells and abilities usable during attack declaration.
       These are played in a Series (see Rule T.9).
    b. Declaration of attackers.  
    c. Deal with triggered abilities from declaration of attackers.
    d. Chance to use spells and abilities usable during attack declaration.
       These are played in a Series (see Rule T.9).
  C.4.2 - A creature can be declared as an attacker if it is untapped, does 
    not have summoning sickness (see Rule G.39), is not a Wall (see 
    Rule K.26), and does not have any other effect preventing it from 
    attacking. [Fifth Edition, Page 23]  An opponent's Island Sanctuary is
    an example of a preventing effect.
  C.4.3 - Creatures become tapped when they are declared as an attacker
    (unless some ability or effect says otherwise). [Fifth Edition, Page 23]
  C.4.4 - All attackers are declared at once.  This action is simultaneous,
    and it must result in a legal set of attackers.
    [WotC Rules Team 08/05/97] [Duelist Magazine #20, Page 35]  
  C.4.5 - If there are creatures that must attack, the attack declaration is
    illegal if any subset of the creatures that were required to attack but
    were left out could have been added to the set of attackers.
    [WotC Rules Team 08/05/97]  [Duelist Magazine #20, Page 35]  See
    Rule C.10.
  C.4.6 - You declare an opponent (not any of your opponent's creatures) to
    attack.  You cannot attack yourself or your own creatures.
    [Fifth Edition, Page 23]
  C.4.7 - No spells or abilities other than ones which explicitly say they
    can be used when attackers are declared can be used.  Mana sources are
    also allowed. [Mirage, Page 48]  If you have anything to play prior to
    declaring attackers, make sure you play those during the Main 
    phase.  Brainwash is an example of an ability usable during this step.
  C.4.8 - Triggered abilities (see Rule A.8) which have already been resolved
    are not undone if a creature is retroactively (see Rule C.1.9) removed 
    from combat. [Aahz 09/09/97]  Triggered abilities which have not yet been
    resolved are cancelled if the creature that triggered it is retroactively
    removed from combat.  [Aahz 08/18/97]
  C.4.Ruling.1 - Creatures which have the ability to not tap when attacking, 
    must still be untapped during this step in order to be declared as an 
    attacker. [Mirage, Page 49]
  C.4.Ruling.2 - Creatures with a zero power can still attack.
    [Fifth Edition, Page 54]
  C.4.Ruling.3 - You can attack with zero creatures.  Such an attack is called
    a "null attack", and it does count as your one attack during your turn.
    [Fifth Edition, Page 55]
  C.4.Ruling.4 - You only check if the creature is allowed to attack (such as 
    can only attack if opponent has Islands) during this step.  If any attack 
    enablers are removed or attack inhibitors are introduced later, it does 
    not make a difference.  The creature is still attacking. 
    [D'Angelo 02/01/95]
  C.4.Ruling.5 - You are not required to maximize the number of attackers or 
    to attack with all "must attack" creatures if those creatures are unable 
    to attack given the choice of attackers you make.  So, you can attack with
    a single creature with Errantry and leave other creatures behind.  But
    if you have an Orcish Conscripts that is required to attack and at 
    least two other creatures attack, it is illegal for the Conscripts to not 
    be included.  [WotC Rules Team 08/05/97] [Duelist Magazine #20, Page 35]
    See Rule C.10.
  C.4.Ruling.6 - If a creature is retroactively removed from the combat
    declaration, this will not make other attack declarations illegal.  For
    example, if a Mijae Djinn and two Orcish Conscripts are
    declared, then the Djinn's ability removes it from the combat, the 
    Conscripts are still attacking. [D'Angelo 04/24/98]
  Note - Banding of attackers must be declared at this time and cannot be 
    changed later.  See Rule A.11.3.
  Note - Most penalties and bonuses due to attacking or not attacking are 
    considered as triggered abilities (see Rule A.8).  For example, damage 
    from attacking with the Hasran Ogress. [D'Angelo 10/01/96]

C.5 - Step 3: Instants before Blocking
  C.5.1 - During this step any number of Batches (see Rule T.8) of instants 
    may be used. [Fifth Edition, Page 24]
  Note - This is the ideal time for the defending player to eliminate
    attackers they do not want to deal with (using Royal Assassin 
    or Lightning Bolt, for example), to to enhance potential blockers 
    (with Jump or such) to allow them to be used for blocking.
  Note - Creatures which are destroyed are removed from the combat even if
    they are regenerated.  See Rule C.1.

C.6 - Step 4: Declare Blockers
  C.6.1 - This step can be charted out as follows:
    [WotC Rules Team 08/05/97] [Duelist Magazine #20, Page 35]
    a. Chance to use spells and abilities usable during block declaration.
       These are played in a Series (see Rule T.9).
    b. Declaration of blockers.  
    c. Deal with triggered abilities from declaration of blockers.
    d. Chance to use spells and abilities usable during block declaration.
       These are played in a Series (see Rule T.9).
  C.6.2 - A creature can be declared as a blocker if it is untapped, and does 
    not have any other effect preventing it from blocking. 
    [Fifth Edition, Page 24]  Pacifism is an example of a preventing 
    effect.
  C.6.3 - All blockers are declared at once.  This action is simultaneous,
    and it must result in a legal set of blockers.
    [WotC Rules Team 08/05/97] [Duelist Magazine #20, Page 35]  
  C.6.4 - A blocker can only be assigned to a single attacker unless otherwise
    stated on the card. [Fifth Edition, Page 55]  Note - if the assigned 
    attacker is a member of a band, then the other members of the band also 
    become blocked (see Rule A.11.3).
  C.6.5 - More than one blocker can be assigned to a single attacker.
    [Fifth Edition, Page 24]  
  C.6.6 - If there are creatures that must block, the block declaration is
    illegal if any subset of the creatures that were required to block but
    were left out could have been added to the set of blockers.
    [WotC Rules Team 08/05/97]  [Duelist Magazine #20, Page 35]
    See Rule C.10.
  C.6.7 - If a creature is required to block more creatures than it can 
    legally block, then the defender chooses which creature(s) to block, but 
    must choose to block as many as possible. [Fifth Edition, Page 55]
  C.6.8 - No spells or abilities other than ones which explicitly say they
    can be used when blockers are declared can be used.  Mana sources are
    also allowed. [Mirage, Page 48]  If you have anything to play prior to
    declaring blockers, make sure you play those during Step 3.
  C.6.9 - Triggered abilities (see Rule A.8) which have already been resolved
    are not undone if a creature is retroactively (see Rule C.1.9) removed 
    from combat.  This is true even if the ability has a delayed effect. 
    [Aahz 09/09/97]  Triggered abilities which have not yet been resolved are
    cancelled if the creature that triggered it is retroactively removed from
    combat. [Aahz 08/18/97]
  C.6.10 - Once an attacking creature is blocked, it remains blocked even 
    if the blocking creature is removed from the combat (e.g. killed) or if
    the block is made illegal by some action. [Fifth Edition, Page 55]  And
    since it remains blocked, it won't deal damage to the opponent.
  C.6.Ruling.1 - To block, a creature must get around all of the attacking
    creature's evasion abilities (see Rule A.17).  For example, a Flying 
    creature with Fear can only be blocked if the blocking creature has 
    Flying (to satisfy the Flying evasion ability) and if it is Black and/or 
    Artifact (to satisfy the Fear evasion ability).
  C.6.Ruling.2 - There is no summoning sickness for declaring blockers.  You
    can use any untapped creature you have. [Duelist Magazine #5, Page 36]
  C.6.Ruling.3 - You only check if the creature is allowed to block during
    this step.  If any blocking enablers are removed or blocking inhibitors
    are introduced later, it does not make a difference.  The attacking
    creature is still blocked. [Fifth Edition, Page 55]  For example, if your
    creature is blocked by a non-Flying creature, giving your attacking 
    creature Flying using a Jump spell later will not unblock your creature.
  C.6.Ruling.4 - You are not required to maximize the number of blockers or 
    to block with all "must block" creatures if those creatures are unable 
    to block given the choice of blockers you make.  
    [WotC Rules Team 08/05/97] [Duelist Magazine #20, Page 35]  See Rule C.10.
  C.6.Ruling.5 - A creature is "assigned to block" a creature only if it is
    specifically assigned during this step.  The creature may become a 
    blocker by other means, such as blocking a member of an attacking band
    (see Rule A.11.3), or by an effect such as General Jarkeld 
    or Sorrow's Path. [WotC Rules Team 09/22/95] 
    [Duelist Magazine #8, Page 46]  See individual card entries to see if 
    they depend on this distinction.
  C.6.Ruling.6 - If an ability triggers (see Rule A.8) on assignment of 
    blockers or on blocking, it can only trigger and be checked during this 
    step.  The conditions will not be rechecked later.  For example, if a 
    Hill Giant blocks an Abomination, it is not marked for destruction.
    Then if the Hill Giant is Lifelaced to green later, it will not be 
    rechecked to discover that it is now eligible for the effect. 
    [Duelist Magazine #8, Page 47]
  C.6.Ruling.7 - Defending creatures do not tap.  This is one of the oldest 
    myths of the game.
  Note - Banding of blockers is not declared during this step, or ever.  
    See Rule A.11.11.
  Note - Most penalties and bonuses due to blocking or not blocking are 
    considered as triggered abilities (see Rule A.8) on assigning a blocker.
    Sometimes these triggers set up an effect to happen at a future time.
    For example, blocking a or blocking with a Thicket Basilisk triggers 
    its delayed destruction effect. [D'Angelo 10/01/96]

C.7 - Step 5: Instants after Blocking
  C.7.1 - During this step any number of Batches (see Rule T.8) of instants 
    may be used. [Fifth Edition, Page 24]
  C.7.Ruling.1 - This is the last time to use instants before the main phase
    resumes after the end of combat.  Many people try to use instants, such
    as Fling or Prodigal Sorcerer between the start of damge 
    dealing (in Step 6) and the end of combat.  Such plays are not legal.
    Only damage prevention and redirection, and any abilities that trigger
    during at that time, can be played during Steps 6 and 7.
    [D'Angelo 02/15/99]
  Note - This is the ideal time for the attacking player to surprise the
    defender by using spells and abilities to make their creatures more 
    powerful.  Howl from Beyond and built in creature abilities are good 
    examples.
  Note - Creatures which are destroyed are removed from the combat even if
    they are regenerated.  See Rule C.1.
  Note - Killing or otherwise removing the blockers from an attacking creature
    does not unblock the attacking creature.  See Rule C.6.10

C.8 - Step 6: Damage Dealing
  C.8.1 - This step can be charted out as follows:
    a. Determine which creatures have First Strike (see Rule A.18) and which
       ones do not. [Duelist Magazine #18, Page 28]
    b. Creatures which had First Strike in step 'a' deal combat damage 
       simultaneously.
    c. Damage prevention step (see Rule T.10) for first strike damage.
    d. Creatures which did not have First Strike in step 'a' deal combat 
       damage simultaneously.
    e. Damage prevention step (see Rule T.10) for non-first strike damage.
  C.8.2 - Blocking creatures only deal damage if they are untapped when their
    damage dealing step arrives. [Fifth Edition, Page 56]
  C.8.3 - Each attacking creature deals damage separately (even if it attacked
    in a band, see Rule A.11.3).  Each blocking creature deals damage 
    separately (even it is blocking with a banding creature, see 
    Rule A.11.11).
  C.8.4 - Unblocked attacking creatures deal damage directly to the defending
    player.  Blocked attacking creatures deal damage to their blocking
    creature(s).  Blocking creatures deal damage to the creature(s) they are 
    blocking. [Fifth Edition, Page 24]  
  C.8.5 - If there is more than one blocker for a given attacker, then the 
    attacking player decides how the damage is split among the blocking 
    creatures.  If at least one of the blocking creatures involved has
    banding, then this is reversed and the blocking player decides how the
    attacking creature's damage is split up (see Rule A.11.11).
  C.8.6 - If there is more than one attacking creature blocked by a single 
    blocker, the blocking player decides how the damage is split among the 
    attacking creatures.  If at least one of the attacking creatures involved
    has banding, then this is reversed and the attacking player decides how 
    the blocking creature's damage is split up (see Rule A.11.11).
  C.8.7 - The attacking player always chooses how to assign the damage they 
    are assigning before the defending player chooses.  
    [Fifth Edition, Page 56]
  C.8.8 - 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 treat all the creatures as if they were
    directly blocked.  This means that if even one of the blocked creatures
    has banding, then the attacking player decides how to divide the damage
    among them. [D'Angelo 04/24/98]
  C.8.Ruling.1 - If a creature receives damage during First Strike damage
    dealing (sub-step 'b'), it may be killed and removed from combat during 
    the damage prevention step that follows (sub-step 'c').  If this happens,
    the creature does not live to deal damage (sub-step 'd').
    [Fifth Edition, Page 21]
  C.8.Ruling.2 - Because of sub-step 'a' (see Rule C.8.1), if a creature gains
    or loses First Strike between First Strike damage dealing and normal 
    damage dealing, it does not change when the creature deals damage.
  C.8.Ruling.3 - Even though creatures deal damage separately (see 
    Rule C.8.3), the damage is treated as if it all happened simultaneously
    (see Rule C.8.1).
  C.8.Ruling.4 - When assigning damage among multiple blockers, you can
    assign it in any way you choose.  With all damage going to one blocker,
    or any division of damage among the blockers, as long as each point of
    damage is assigned somewhere. [D'Angelo 08/04/98]
  Note - A blocked Trample creature which has no blocker to assign damage to
    instead assigns damage to the defending player as if it were unblocked.
    See Rule A.27.2.
  Note - Damage dealt during sub-step 'c' and 'e' are combat damage.
    See Rule C.1.8.

C.9 - Step 7: End of Combat
  C.9.1 - During this step, handle anything which triggers on or is scheduled
    for the end of combat using the normal end of phase rules (see 
    Rule P.3 and Rule T.9). 
  C.9.2 - Before ending this step, first check for mana burn (see Rule G.25),
    then check for players losing the game (see Rule G.22.3).
  C.9.3 - When this step ends, return to the main phase.
    [Fifth Edition, Page 57]
  C.9.Ruling.1 - If a creature is removed from the combat, all "at end of 
    combat" effects that would affect that creature will still work.  If the 
    creature is retroactively (see Rule C.1.9) removed from the combat, 
    however, such "at end of combat" effects are removed.  [Aahz 09/24/96]

C.10 - Must Attack or Block
  C.10.1 - If a creature is forced to attack, it does not have to attack 
    immediately, but it must attack this turn if possible.  This means you 
    must declare an attack (if possible) and send the creature out (if 
    possible).
  C.10.2 - If it is illegal to attack or block with the creature, then the 
    "must attack" or "must block" can be ignored since it cannot be followed.
    See Rule C.4.2 to see what makes a creature unable to attack, and 
    Rule C.6.2 to see what makes a creature unable to block.
  C.10.3 - If there is a cost to declare the attacker, the fact that it would
    be required to attack if possible does not require you to pay the cost in
    order to allow it to attack.  For example, you don't have to pay 
    the Brainwash cost on a Juggernaut.  If you do pay the cost, it 
    must attack, but if you do not, it does not. [Aahz 01/25/96]  This is 
    true even if the enablement cost is zero, as with Dark Maze. 
    [D'Angelo 10/13/97]
  C.10.4 - A creature that must attack on a turn, must only attack once that 
    turn.  It is not forced into every attack on that turn. 
    [Duelist Magazine #17, Page 48]
  C.10.Ruling.1 - You are not forced to maximize the number of "must attack" 
    (or block) creatures that you can declare.  [WotC Rules Team 08/05/97] 
    [Duelist Magazine #20, Page 35]  See Rule C.6.6.
  C.10.Ruling.2 - If you have a "must attack" creature, and that creature is
    unable to attack (because it is tapped or something), you still have to
    declare an attack phase.  You can declare zero attackers, though.
    [D'Angelo 04/24/98]


D - DCI Tournament Rules
------------------------------------------------------------------------------

D.1 - Tournament Structure
  D.1.1 - Tournaments are single elimination, double elimination, round-robin,
    or Swiss draw format with each round consisting of up to 3 duels during
    a fixed time limit.  [Tournament Rules 10/01/95]
  D.1.2 - In the Swiss format, each win of a match gets 3 points and a draw 
    for the match gets 1 point.  A "bye" gives a player 3 points.  
  D.1.3 - A time limit of 45 or more minutes may be placed on a round other 
    than the semi-final or final rounds.  A 10 minute warning should be given.
    The duel is over when the time is called, except the current player has 
    60 seconds to finish their turn.  The turn is considered started if they
    had already untapped all their cards. [Tournament Rules 10/01/95]
    A time limit may be placed on the final rounds, but it is strongly
    recommended that the judge not do so. [Aahz 01/14/97]
  D.1.4 - The head judge may terminate a match early.  If this is done, at 
    least a 30 minute warning must be given.  If a game is terminated this 
    way, the judge will give the player who is currently in the middle of 
    their turn a fixed amount of time to finish it.  The "middle of the turn"
    is defined as being after the current player finished their untap phase.
    [Tournament Rules 10/01/96]
  D.1.5 - If time runs out before all the games in the match are completed, 
    the player who won the most games wins the match.   If time runs out 
    during a game, neither player is considered the winner of that game.  If 
    neither player won more games than the other, the match is a draw.  If 
    the tournament is an elimination tournament where a player must advance, 
    the judge should declare the player with the higher life total the 
    winner. [Tournament Rules 10/01/96]
  D.1.6 - Players in a tournament environment that withdraw before the first 
    match will receive a loss for that match and the opponent will receive a 
    win.  Players may withdraw between matches without penalty.  To withdraw,
    the proper official must be notified prior to the pairings being assigned 
    for the next round.  Failure to do so, such as just wandering out of the
    tournament area, will result in a loss of the next round for failing to
    show up. [Update 04/01/97]
  D.1.7 - Both players may agree to call a match a draw before the start of 
    the first duel of that match.  This is called the "Intentional Draw" 
    rule.  This rule does not apply to individual games.  This is not 
    considered to break any other rules.  It cannot be declared during or 
    just after a duel.  Each player receives one match point.
    [Tournament Rules 10/01/97]
  D.1.8 - Players can request of the head judge that no spectators be able
    to watch the match, just tournament officials. [Tournament Rules 10/01/97]
  D.1.9 - Players in the tournament are never allowed to observe matches
    by other players in the tournament. [Tournament Rules 10/01/97]

D.2 - Deck Registration
  D.2.1 - Players may be required by the judge to record their deck contents,
    including their sideboard.  They may also be required to record any
    movement of cards to and from their sideboard. [Tournament Rules 10/01/96]
  D.2.2 - When decks are registered, the deck and sideboard must be returned
    to their original status before the start of each match.  If this is not
    done, the head judge decides if this is worth a Notice, Single Warning,
    or Double Warning.  [Tournament Rules 10/01/97]  
  D.2.3 - If the tournament requires deck registration, any player discovered 
    with a deck that does not match the registration forfeits a duel.
    [Duelist Magazine #14, Page 52]  This may be upgraded to forfeiting a
    match or even ejection if it is not known how long the deck may have been
    misregistered. [Aahz 01/14/97]
  D.2.4 - Be sure to collect your cards after each game.  Losing cards
    to another player may cause your deck to be misregistered or fall below 
    the 60 card minimum.  If such a mistake is discovered, the minimum
    penalty is to forfeit a game.  If this is not discovered until a later
    match, the penalty may be enforced on both players.
    [Tournament Rules 10/01/97]

D.3 - Warnings, Penalties, and Ejection
  D.3.1 - You are not allowed to waive any penalties imposed by the judge on 
    your opponent.  Violation of the floor rules must be enforced.
    [Tournament Rules 10/01/97]
  D.3.2 - Warnings come in five levels.  Official warnings must be confirmed
    by the head judge.
    a. Caution = A verbal warning, that is not tracked.
    b. Notice.  A verbal warning, that is tracked.  Used as grounds to 
      upgrade a later offense to a Warning.  Notices are reported to the head
      judge and may be upgraded.
    c. Single Warning.  An official warning, that is tracked.  Normally used 
      for unintentional mistakes that were disruptive to the event.
    d. Double Warning.  An official warning, that is tracked.  Normally used 
      for repeat offenses, or where a rules violation resulted in a serious
      advantage.
    e. Triple Warning.  An official warning, that is tracked.  Normally used 
      for cases of cheating or severe unsportsman-like conduct.  These result in
      investigation by the DCI and may result in additional penalties.
    [Tournament Rules 10/01/97]
  D.3.3 - Once three or more official warnings are issued, the head judge may
    decide to do one of the following:
    a. Forfeit current or next duel.  This is issued if all three warnings 
      were minor in nature, if none of them is a duplicate warning, and they
      are viewed as being unintentional.
    b. Forfeit current or next match.  This is issued if all three warnings 
      were minor in nature, if none of them is a duplicate warning, and they
      are viewed as being unintentional.
    c. Ejection.  This is the default penalty for three warnings, and is the
      required penalty for four warnings.  The player is still eligible for
      any prizes their standing yeilds, but does not play any more games.
    d. Disqualification.  This is issued if the judge believes the player
      was cheating, or if the player received two Double Warnings or a
      Triple Warning.  The player is not eligible for any prizes.
    [Tournament Rules 10/01/97]
  D.3.4 - Warnings accumulate through the entire event, even if it spans
    multiple days.  They are cleared at the start of the quarterfinals.  
    During the quarterfinals, a warning which was also issued prior to the
    quarterfinals can cause a Double Warning. [Tournament Rules 10/01/98]
  D.3.5 - Being caught cheating will automatically cause disqualification.  
    If the judge believes a player is cheating, but cannot prove it, it is
    worth a Double Warning.  Cheating includes (but is not limited to): 
    receiving outside assistance or coaching, looking at opponents' cards 
    while you are shuffling or cutting their deck, scouting other player's
    cards or decks, misrepresenting cards, underpaying mana, using marked 
    cards or sleeves, intentionally marking cards or sleeves during play, 
    drawing extra cards, manipulating which cards are drawn from your (or 
    your opponent's) deck (including stacking a deck to separate land and 
    spell cards), deliberately stalling to take advantage of a time limit,
    and intentionally misrepresenting public information such as life totals,
    number of cards in your library, and so on. [Tournament Rules 10/01/97]
  D.3.6 - Unsportsman-like conduct is not allowed.  Profanity and arguing or 
    acting belligerently toward a tournament official will give a warning.  
    Repeat offenses will result in disqualification.  The following are
    automatically considered unsportsman-like conduct: profanity, physical
    intimidation, arguing excessively with a judge, enlisting the aid of
    others to scout out competitors' decks, disobeying or disregarding rules
    for the tournament event, and willfully disobeying a rule by the head
    judge or tournament manager.  [Tournament Rules 10/01/97]
  D.3.7 - Collusion to alter the results of a duel or match (meaning trying to
    get someone to throw a game or match) is considered unsportsman-like 
    conduct. [Tournament Rules 10/01/96]
  D.3.8 - Players must keep the cards in their hand above the table.  First 
    violation is a Single Warning and the second may result in 
    disqualification.  [Tournament Rules 10/01/96]
  D.3.9 - Use of counterfeit cards in decks is considered cheating and is 
    subject to legal action as well. [Tournament Rules 10/01/97]
  D.3.10 - A player can always request that a judge check the opponent's deck 
    to see that it only contains legal and genuine Magic cards.
    [DCI Letter, Jan 1997]
  D.3.11 - If a player is found with an illegal deck (as with less than 60 
    cards), the default penalty is ejection.  The head judge may downgrade 
    this to a forfeit of the match. [Tournament Rules 10/01/97]
  D.3.12 - If a player leaves a Pro-Tour event without checking out, they are 
    banned from the next equivalent event. [Duelist Magazine #14, Page 52]
  D.3.13 - Players must take their turns in a timely fashion.  Deliberately 
    stalling is not allowed and can give you a warning.  Failure to begin a 
    match in a timely way in order to get a psychological advantage is 
    grounds for disqualification. [Tournament Rules 10/01/96]
  D.3.14 - If the players do not agree on reality (meaning that they do not
    agree on life totals, number of counters, etc), the judge should issue
    a Single Warning to both players.  If the judge believes that just one
    of the players is at fault, he may issue the warning to the one player.
    [Tournament Rules 10/01/97]
  D.3.15 - Players are allowed only 5 minutes prior to each duel to determine
    who plays and who draws, to do sideboarding, and to do deck shuffling.
    This does not include shuffling/cutting of opponent's deck or declaring
    any Mulligans (see Rule D.*.*).  Violation of this rule is considered 
    stalling and may result in a warning or disqualification as decided by 
    the judge.  The head judge may alter this time limit (usually lowering 
    it), but if so, this must be advertised prior to the tournament. 
    [Tournament Rules 10/01/97]
  D.3.16 - A limit of one minute is placed on any shuffling during a duel.
    If the head judge determines that the shuffling is excessive, it is 
    treated as stalling. [Tournament Rules 10/01/97]
  D.3.17 - If a player is not in their seat at the start of a round in the
    tournament, they receive a loss for the first duel in the match.  In
    addition, they lose an additional duel for each 10 minutes they are late,
    and this can result in losing the match.  Players who lose the match this
    way in the first round are ejected from the tournament.
    [Tournament Rules 10/01/97]
  D.3.18 - If a player feels that another player is cheating or displaying
    unsportsman-like conduct, they must bring this to the attention of the
    judge immediately.  Not promptly notifying the judge about 
    unsportsman-like conduct means the player waives any possible claims
    against the tournament officials or tournament organization.
    [Tournament Rules 10/01/97]
  D.3.19 - If a player feels that the tournament officials mis-handled a
    possible conduct violation, they can appeal to the DCI staff.  The DCI
    staff has the final ruling and the player must follow that decision
    without further argument or difficulties. [Tournament Rules 10/01/97]

D.4 - Judges and Rulings
  D.4.1 - Decision of the head judge is final.  This is true even if the 
    judge turns out later to have made an incorrect ruling. 
    [Tournament Rules 10/01/97]
  D.4.2 - Decisions on assistant judges can be appealed to the head judge.
    [Tournament Rules 10/01/97]
  D.4.3 - All sanctioned title events require a Level III certified judge.  
    Title events include Pro Tour(TM) Qualifiers, Grand Prix(TM) tournaments,
    Grand Prix Trial tournaments, and Regional Championships.
    [Tournament Update 08/01/97]
  D.4.4 - All pre-release events require a Level II certified judge.
    [Tournament Update 08/01/97]
  D.4.5 - Judges are required to have an updated DCI Tournament Coordinator
    Handbook and a copy of the current DCI Standard Floor Rules available.
    [Tournament Rules 10/01/97]
  D.4.6 - If a judge takes longer than a minute to make a ruling, the players
    may request that their match be extended by the time the ruling takes.
    Whether or not this is granted is up to the head judge. 
    [Tournament Rules 10/01/97]
  Note - All sanctioned tournaments require a Level II certified judge.  If 
    one is not present, the K value for player ratings will be 1/2 (most 
    often 16).  This is cumulative with other decreases in the K value.
    [Tournament Update 08/01/97]  See Rule D.5.9.

D.5 - DCI Rating System
  D.5.1 - The DCI has a rating system.  Each registered DCI member's wins and
    losses in sanctioned tournaments are reported to the DCI and are used to
    calculate the player's rating.
  D.5.2 - The DCI tracks ratings in four categories.  They are:
    Classic = Classic (see Rule D.13) and Classic-Restricted (see Rule D.14)
      formats.
    Extended = Extended (see Rule D.15) and Extended Block Constructed (see 
      Rule D.18) formats.
    Limited = Sealed Deck (see Rule D.17) and Booster Draft (see Rule D.19)
      formats.
    Standard = Standard (see Rule D.16) and Standard Block Constructed (see
      Rule D.18) formats.
    [Tournament Rules 10/01/97]
  D.5.3 - All players start with a rating of 1600.
  D.5.4 - People who have played less than 25 matches (best 2 of 3) are 
    considered to have a 'provisional rating'.  After that, scores should be 
    accurate to within plus or minus 56 points.
  D.5.5 - During 'provisional rating' period, a person's rating is:
    (Rc) + ((400 * (wins - losses)) / number of matches)
    Rc = Average rating of all opponents (at the time the match against
    that opponent was played).
    This rating is re-calculated after each match.
  D.5.6 - Once a player is off of provisional rating, their score changes 
    with each match:  New Score = (Old Score) + (K * (W - We))
    K = 32 for ratings of 0-2099, 24 for 2100-2399, 16 for 2400 and up.
    W = 1 for a win, 0 for a loss.
    We = 1 / ((10^D)+1).
    D = (difference between your and opponent's ratings) / 400.
    D is always a positive number.
  D.5.7 - Scores only count in officially sanctioned tournaments and if the
    tournament coordinator actually sends the results to WotC.
  D.5.8 - Tournaments with less than 8 people do not count in the ratings 
    system.  Ones with 8 to 31 people use a K value of 1/2 the above (most 
    often 16).  [Tournament Update 08/01/97]
  D.5.9 - For sanctioned tournaments without a Level II certified judge, the
    K value will be 1/2 (most often 16).  This is cumulative with other 
    decreases in the K value. [Tournament Update 08/01/97]

D.6 - Card Text To Use
  D.6.1 - All DCI tournaments are played as per the most recent text on 
    cards.  This means you play all cards as if they read like the most
    recent English language version of the card (plus errata).
    [Tournament Rules 10/01/96]  When Oracle (a complete card reference) is
    available, it should be used. [Tournament Rules 10/01/97]
  D.6.2 - You may play cards from older or newer printings and expansions
    which bear the same name as a card which is allowed in the tournament
    format.  Regardless of printing, however, Rule D.6.1 applies.
    [Aahz 07/13/97]
  D.6.3 - Non-English language cards are played as the most recent English
    language version of that card.  Translational errors are avoided in 
    this way. [Tournament Rules 10/01/96]  For misprinted cards with the wrong
    art, the card name is what is used to make a match.  If the head judge
    determines that the misleading art is being used to create an advantage,
    they can consider this as cheating. [Tournament Rules 10/01/97]
  D.6.Ruling.1 - Rule D.6.1 applies even if the cards from the most recent
    edition are not actually legal in the tournament format.  For example,
    the Fifth Edition text of Cloak of Confusion would be used when 
    playing in an Ice Age/Homelands/Alliances tournament.  [Aahz 07/13/97]
  D.6.Ruling.2 - Mixed language decks are legal. [Aahz 07/09/95]

D.7 - Card Sleeves
  D.7.1 - Card sleeves are allowed on cards, but the judge or opponent in a 
    specific duel may request that they be removed.  If this is requested, it 
    must be complied with. [Tournament Rules 10/01/96]
  D.7.2 - If sleeves are used, all cards in the deck, library and sideboard 
    must be identically wrapped.  If holograms are on the sleeves, they must 
    be on the face (not the back) of the cards.  [Tournament Rules 10/01/96]
  D.7.3 - Players can ask the judge to inspect the sleeves and can disallow 
    them if they are obviously marked, worn, or in a poor condition that may 
    interfere with shuffling. [Tournament Rules 10/01/96]
  D.7.4 - Black-backed sleeves are allowed but are subject to the normal 
    sleeve removal rule.  The deck must be fully legal without the sleeves.
    [DCI Letter Jan 1997]
  D.7.5 - New card sleeves and/or protective devices are not permitted until
    the DCI gives its official approval. [Tournament Rules 10/01/97]
  D.7.Ruling.1 - You can always use a card sleeve as a reminder when placing
    one of your cards in your opponent's territory.
    [Tournament Rules 10/01/97]

D.8 - Deck Contents
  D.8.1 - Players cannot change the contents of their deck and sideboard 
    throughout the entire tournament, but cards can be rotated between the 
    deck and sideboard between games.  The sideboard (if used at all) must 
    always have exactly 15 cards (except in Sealed Deck tournaments).
    [Tournament Rules 10/01/97]
  D.8.2 - If a deck contains Alpha printing cards, it must consist entirely 
    of them.  You should also inform the head judge that your deck is so 
    constructed. [Tournament Rules 10/01/96]
  D.8.3 - Using "proxy" cards is not allowed. [Tournament Rules 10/01/96]

D.9 - Shuffling
  D.9.1 - After whatever normal shuffling you do, you are required to do 
    three "riffle shuffles" (this is the standard shuffle technique of 
    dividing the deck in half and then placing the ends of the two halves 
    together and rapidly interleaving them as they fall together). 
    [Tournament Rules 10/01/96]
  D.9.2 - Your opponent is always entitled to shuffle your deck before each 
    duel begins if they want to.  They get the right to a final shuffle if 
    they want it.  [Mirage, Page 46]  This is to prevent people from possibly
    stacking the deck.  Usually people just settle for "cutting the deck".
  D.9.3 - Your opponent is always entitled to shuffle or cut your deck after
    any shuffle during a game.  They may not use this opportunity to view 
    cards in your deck. [Tournament Rules 10/01/96]

D.10 - Rules of Play
  D.10.1 - If you "forget" to pay upkeep before drawing your card or 
    otherwise proceeding, you must go back and deal with all mandatory upkeep 
    effects, but optional ones are all considered to go unpaid (with the 
    stated results). [Tournament Rules 10/01/97]
  D.10.2 - Players may not play for ante. [Tournament Rules 10/01/96]
  D.10.3 - After drawing your initial hand for a game, you have the option of
    calling a Mulligan.  To do this, simply shuffle your hand back into your
    library and draw a hand with one fewer cards.  For example, if you 
    Mulligan once, you start the game with just 6 cards in your hand, not 7.
    [Tournament Rules 09/01/98]
  D.10.4 - The player who is to play first chooses whether or not to Mulligan
    first.  Once that player stops calling Mulligans, the other player chooses
    if they want to. [Tournament Rules 09/01/98]
  D.10.5 - As per the game rules, the first player each game skips their draw
    phase (see Rule P.1.3).  The winner of the coin toss before the each 
    match decides if they want to play first or to draw first. 
    [Mirage, Page 46]
  D.10.Ruling.1 - In previous tournament rules, the standard Mulligan was done
    if a player had no land cards in their initial hand of 7 cards (and had to
    reveal their hand to their opponent).  Each player got one free Mulligan
    without losing a card from their hand, and had no option for additional
    Mulligans.  If one player called a Mulligan, the other player also had the
    option to redraw their hand for no cost.  [Tournament Rules 10/01/96]

D.11 - Sideboard
  D.11.1 - A sideboard is a set of cards which are part of the tournament 
    along with your deck.
  D.11.2 - A sideboard in all constructed deck formats is exactly 15 cards.
    [Tournament Rules 10/01/97]
  D.11.3 - Sideboards are optional.  If a player chooses not to use one, they
    must inform their opponent prior to the start of the match.
    [Tournament Rules 10/01/97]
  D.11.4 - After each duel, a player may swap cards in their deck with cards 
    in their sideboard.  This is a 1-for-1 swap so both the deck and sideboard
    remain the same size. [Tournament Rules 10/01/97] 
  D.11.5 - In sealed deck tournaments, all the remaining cards not in your 
    play deck are considered your sideboard.  And Rule D.11.4 is ignored.
  D.11.6 - Players cannot look through their sideboards during play. 
    [Tournament Rules 09/01/98]

D.12 - Other Rules
  D.12.1 - Players must bring a way to visibly count life totals during play.
    For example, counters, dice, pen and paper, etc. 
    [Tournament Rules 10/01/97]
  D.12.2 - Wizards of the Coast reserves the right to publish deck contents 
    as well as transcripts or video of any sanctioned tournament.
    [Tournament Rules 10/01/96]

D.13 - Classic Tournament Format
  D.13.1 - This is also called "Type I" tournament style.
  D.13.2 - Decks can be composed of cards from any edition or expansion of 
    Magic which use the normal card back (unless the judge says otherwise).
    Collector's Edition cards are not allowed.  Promotional cards are allowed.
    The poker cards are not allowed (despite the April Fools article in the 
    Duelist).  [Tournament Rules 10/01/97]  Unglued cards with a silver border
    are also disallowed.
  D.13.3 - Portal cards are not allowed unless they have the same name as a 
    legal card.  In this case, they play as the legal card text and not the 
    Portal card text. [Duelist Magazine #18, Page 44]
  D.13.4 - New card sets become effective on the first day of the month 
    following their introduction.  If a set is released after the 15th day of
    a month, then the set's effective date is pushed out to the first of the
    second month.  For example, a set released on January 8th is legal on
    February 1st, and one released on January 25th is legal on March 1st. 
    [Tournament Rules 10/01/97] [bethmo 02/24/99]
  D.13.5 - Minimum of 60 cards in a deck. [Tournament Rules 10/01/97]
  D.13.6 - Optional 'sideboard'.  If you have one, it must be exactly 15 
    cards. [Tournament Rules 10/01/97]
  D.13.7 - No more than 4 of any card which is not a basic land can be in the
    combination of deck and sideboard.  Cards with different art or in
    different languages or from different prints but which are the same card
    are considered the same. [Tournament Rules 10/01/97]
  D.13.8 - Some cards are 'restricted' so that only one may appear in the 
    combination of deck and sideboard.  These cards are:
    [Tournament Rules 10/01/97] [Update 12/01/98] [Update 03/01/99]
        Ancestral Recall,     Library of Alexandria, Sol Ring,
        Balance,              Memory Jar,            Strip Mine,
        Berserk,              Mirror Universe,       Stroke of Genius,
        Black Lotus,          Mox Emerald,           Time Spiral,
        Black Vise,           Mox Jet,               Timetwister,
        Braingeyser,          Mox Pearl,             Time Walk,
        Demonic Tutor,        Mox Ruby,              Tolarian Academy,
        Fastbond,             Mox Sapphire,          Underworld Dreams,
        Fork,                 Recall,                Wheel of Fortune,
        Ivory Tower,          Regrowth,              Windfall
  D.13.9 - Some cards are 'banned' so that none may appear in the deck or 
    sideboard.  These cards are: [Tournament Rules 10/01/97]
        Amulet of Quoz,       Darkpact,              Mind Twist,
        Bronze Tablet,        Demonic Attorney,      Rebirth,
        Channel,              Divine Intervention,   Shahrazad,
        Chaos Orb,            Falling Star,          Tempest Efreet,
        Contract from Below,  Jeweled Bird,          Timmerian Fiends
  D.13.Ruling.1 - Ring of Ma'ruf can only bring in cards from the 
    sideboard or ones that were removed from the game by an effect such 
    as Swords to Plowshares.
  D.13.Ruling.2 - Square edged cards from the Collector's Editions are not 
    legal.
  D.13.Ruling.3 - Silver bordered cards from Unglued are not legal.

D.14 - Classic-Restricted Tournament Format
  D.14.1 - This is also called "Type 1.5".
  D.14.2 - Decks can be composed of cards from any edition or expansion of 
    Magic (unless the judge says otherwise).  Collector's Edition cards are 
    not allowed.  Promotional cards are allowed.  The poker cards are not 
    allowed (despite the April Fools article in the Duelist).
    [Tournament Rules 10/01/97]
  D.14.3 - Portal cards are not allowed unless they have the same name as a 
    legal card.  In this case, they play as the legal card text and not the 
    Portal card text. [Duelist Magazine #18, Page 44]
  D.14.4 - New card sets become effective on the first day of the month 
    following their introduction.  If a set is released after the 15th day of
    a month, then the set's effective date is pushed out to the first of the
    second month.  For example, a set released on January 8th is legal on
    February 1st, and one released on January 25th is legal on March 1st. 
    [Tournament Rules 10/01/97] [bethmo 02/24/99]
  D.14.5 - Minimum of 60 cards in a deck. [Tournament Rules 10/01/97]
  D.14.6 - Optional 'sideboard'.  If you have one, it must be exactly 15 
    cards. [Tournament Rules 10/01/97]
  D.14.7 - No more than 4 of any card which is not a basic land can be in the
    combination of deck and sideboard.  Cards with different art or in
    different languages or from different prints but which are the same card
    are considered the same. [Tournament Rules 10/01/97]
  D.14.8 - There is no 'restricted' list.
  D.14.9 - Some cards are 'banned' so that none may appear in the deck or 
    sideboard.  These cards are: [Tournament Rules 10/01/97]
    [Tourney Updated 12/08/98] [Update 03/01/99]
        Amulet of Quoz,       Fastbond,              Regrowth,
        Ancestral Recall,     Fork,                  Shahrazad,
        Balance,              Ivory Tower,           Sol Ring,
        Berserk,              Jeweled Bird,          Strip Mine,
        Black Lotus,          Library of Alexandria, Stroke of Genius,
        Black Vise,           Memory Jar,            Tempest Efreet,
        Braingeyser,          Mind Twist,            Time Spiral,
        Bronze Tablet,        Mirror Universe,       Timetwister,
        Channel,              Mox Emerald,           Time Walk,
        Chaos Orb,            Mox Jet,               Timmerian Fiends,
        Contract from Below,  Mox Pearl,             Tolarian Academy,
        Darkpact,             Mox Ruby,              Underworld Dreams,
        Demonic Attorney,     Mox Sapphire,          Wheel of Fortune,
        Demonic Tutor,        Rebirth,               Windfall,
        Divine Intervention,  Recall,                Zuran Orb
        Falling Star,
  D.14.Ruling.1 - Square edged cards from the Collector's Editions are not 
    legal.
  D.14.Ruling.2 - Silver bordered cards from Unglued are not legal.

D.15 - Extended Tournament Format
  D.15.1 - Can be composed of cards from any edition of the basic set from 
    Revised Edition on (includes Chronicles) plus any expansion of Magic from
    The Dark on.  Collector's Edition cards are not allowed.  Promotional 
    cards are allowed.  The poker cards are not allowed (despite the April 
    Fools article in the Duelist). [Tournament Rules 10/01/97]
  D.15.2 - Portal cards are not allowed unless they have the same name as a 
    legal card.  In this case, they play as the legal card text and not the 
    Portal card text. [Duelist Magazine #18, Page 44]
  D.15.3 - New card sets become effective on the first day of the month 
    following their introduction.  If a set is released after the 15th day of
    a month, then the set's effective date is pushed out to the first of the
    second month.  For example, a set released on January 8th is legal on
    February 1st, and one released on January 25th is legal on March 1st. 
    [Tournament Rules 10/01/97] [bethmo 02/24/99]
  D.15.4 - Minimum of 60 cards in a deck. [Tournament Rules 10/01/97]
  D.15.5 - Optional 'sideboard'.  If you have one, it must be exactly 15 
    cards. [Tournament Rules 10/01/97]
  D.15.6 - No more than 4 of any card which is not a basic land can be in the
    combination of deck and sideboard.  Cards with different art or in
    different languages or from different prints but which are the same card
    are considered the same. [Tournament Rules 10/01/97]
  D.15.7 - There is no 'restricted' list.
  D.15.8 - The 'banned' list includes all cards from Limited Edition, 
    Unlimited Edition, Arabian Nights, Antiquities, and Legends which have not
    been reprinted in a more recent set. [Tournament Rules 10/01/97]
  D.15.9 - These cards are explicitly banned even though they are from legal 
    sets: [Tournament Rules 10/01/97] [Update 06/01/98] [Update 12/01/98]
        Amulet of Quoz,      Hypnotic Specter, Regrowth,
        Balance,             Ivory Tower,      Serendib Efreet,
        Black Vise,          Jeweled Bird,     Sol Ring,
        Bronze Tablet,       Kird Ape,         Strip Mine,
        Channel,             Land Tax,         Tempest Efreet,
        Contract from Below, Mana Crypt,       Timmerian Fiends,
        Darkpact,            Maze of Ith,      Tolarian Academy,
        Demonic Attorney,    Memory Jar,       Wheel of Fortune,
        Demonic Tutor,       Mind Twist,       Windfall,
        Fastbond,            Rebirth,          Zuran Orb
  D.15.Ruling.1 - Here is a (hopefully) complete list of cards are banned 
    because they have not been reprinted:  
    LIMITED/UNLIMITED> Ancestral Recall, Berserk, Black Lotus, 
    Blaze of Glory, Camouflage, Chaos Orb, Consecrate Land,
    Copper Tablet, Cyclopean Tomb, Dwarven Demolition Team, 
    False Orders, Forcefield, Gauntlet of Might, Ice Storm, 
    Illusionary Mask, Invisibility, Jade Statue, Lich, 
    Mox Emerald, Mox Jet, Mox Pearl, Mox Ruby, Mox Sapphire, 
    Natural Selection, Psionic Blast, Raging River, Sinkhole,
    Timetwister, Time Vault, Time Walk, Two-Headed Giant of Foriys,
    and Word of Command.  
    ARABIAN NIGHTS> Ali from Cairo, Army of Allah, Bazaar of Baghdad,
    Camel, City in a Bottle, Desert, Desert Nomads,
    Diamond Valley, Drop of Honey, Elephant Graveyard, Flying Men,
    Guardian Beast, Ifh-Biff Efreet, Island of Wak-Wak, Jihad,
    Juzam Djinn, Khabal Ghoul, King Suleiman, 
    Library of Alexandria, Merchant Ship, Moorish Cavalry, 
    Old Man of the Sea, Oubliette, Pyramids, Ring of Ma'ruf,
    Rukh Egg, Sandals of Abdallah, Serendib Djinn, Shahrazad,
    Singing Tree, Stone-Throwing Devils, and Ydwen Efreet.  
    ANTIQUITIES> Argivian Archaeologist, Argivian Blacksmith, 
    Argothian Treefolk, Artifact Blast, Artifact Possession, 
    Artifact Ward, Candelabra of Tawnos, Citanul Druid,
    Damping Field, Drafna's Restoration, Gaea's Avenger, 
    Gate to Phyrexia, Golgothian Sylex, Haunting Wind, 
    Martyrs of Korlis, Mightstone, Mishra's Workshop, 
    Orcish Mechanics, Phyrexian Gremlins, Power Artifact,
    Powerleech, Priest of Yawgmoth, Sage of Lat-Nam, 
    Staff of Zegon, Su-Chi, Tablet of Epityr, Tawnos's Coffin,
    Transmute Artifact, Urza's Chalice, Urza's Miter, and 
    Weakstone.
    LEGENDS> Acid Rain, Adventurers' Guildhouse, The Abyss, 
    Adun Oakenshield, AErathi Berserker, Aisling Leprechaun,
    Al-abara's Carpet, Alchor's Tomb, All Hallow's Eve, 
    Angus Mackenzie, Arboria, Avoid Fate, Backdraft, 
    Barbary Apes, Barktooth Warbeard, Bartel Runeaxe, 
    Blazing Effigy, Boris Devilboon, Brine Hag, 
    Cathedral of Serra, Caverns of Despair, Chain Lightning, 
    Chains of Mephistopheles, Cleanse, Clergy of the Holy Nimbus, 
    Crevasse, Crimson Kobolds, Crookshank Kobolds, Deadfall, 
    Demonic Torment, Devouring Deep, Disharmony, 
    Divine Intervention, Dream Coat, Dwarven Song, Elder Spawn,
    Enchanted Being, Equinox, Eureka, Falling Star, Feint,
    Field of Dreams, Fire Sprites, Firestorm Phoenix, 
    Flash Counter, Floral Spuzzem, Forethought Amulet, 
    Frost Giant, Ghosts of the Damned, Giant Turtle, 
    Glyph of Delusion, Glyph of Destruction, Glyph of Doom,
    Glyph of Life, Glyph of Reincarnation, Gosta Dirk, 
    Gravity Sphere, Great Defender, Great Wall, 
    Gwednlyn Di Corci, Halfdane, Hammerheim, Hazezon Tamar, 
    Headless Horseman, Heaven's Gate, Hellfire, Hell Swarm,
    Holy Day, Hornet Cobra, Horror of Horrors, Hunding Gjornersen,
    Hyperion Blacksmith, Ichneumon Druid, Imprison, 
    Infernal Medusa, Infinite Authority, In the Eye of Chaos, 
    Invoke Prejudice, Jacques le Vert, Jasmine Boreal, 
    Jedit Ojanen, Jerrard of the Closed Fist, Jovial Evil,
    Karakas, Kasimir the Lone Wolf, Knowledge Vault, 
    Kobold Drill Sergeant, Kobold Overlord, Kobolds of Kher Keep,
    Kobold Taskmaster, Kry Shield, Lady Caleria, Lady Evangela,
    The Lady of the Mountain, Lady Orca, Land Equilibrium, 
    Lesser Werewolf, Lifeblood, Life Chisel, Life Matrix,
    Living Plane, Livonya Silone, Lord Magnus, Mana Drain, 
    Mana Matrix, Marble Priest, Master of the Hunt, 
    Mirror Universe, Moat, Mold Demon, Moss Monster, 
    Mountain Stronghold, Nether Void, North Star, Nova Pentacle,
    Part Water, Pavel Maliki, Pendelhaven, Pixie Queen, 
    Planar Gate, Princess Lucrezia, Psychic Purge, Quagmire, 
    Quarum Trench Gnomes, Ragnar, Ramirez DePietro, 
    Ramses Overdark, Rapid Fire, Rasputin Dreamweaver, 
    Reincarnation, Relic Barrier, Reset, Remove Enchantments, 
    Reverberation, Righteous Avengers, Ring of Immortals, 
    Riven Turnbull, Rohgahh of Kher Keep, Rust, Seafarer's Quay,
    Sea King's Blessing, Shelkin Brownie, Sir Shandlar of Eberyn, 
    Spectral Cloak, Spinal Villain, Spiritual Sanctuary, 
    Storm World, Subdue, Sunastian Falconer, Sword of the Ages, 
    Sylvan Paradise, Syphon Soul, The Tabernacle at Pendrell Vale, 
    Telekinesis, Tetsuo Umezawa, Thunder Spirit, Tolaria, 
    Torsten Von Ursus, Touch of Darkness, Tuknir Deathlock, 
    Typhoon, Undertow, Underworld Dreams, Unholy Citadel, 
    Urborg, Ur-Drago, Venarian Gold, Walking Dead, 
    Wall of Caltrops, Wall of Earth, Wall of Light,
    Wall of Putrid Flesh, Wall of Tombstones, Willow Satyr, 
    and Wood Elemental.
  D.15.Ruling.2 - Square edged cards from the Collector's Editions are not 
    legal.
  D.15.Ruling.3 - Silver bordered cards from Unglued are not legal.
  Note - The DCI originally released this tournament format on 05/01/97 as a
    replacement for Classic-Restricted but decided on 06/01/97 to change this
    decision and support both formats.

D.16 - Standard Tournament Format
  D.16.1 - This is also called "Type II" tournament style.
  D.16.2 - Decks can be composed of cards from the most recent edition of 
    The Gathering (currently Fifth Edition) and all sets from the two most
    recent "blocks" (currently Tempest-Stronghold-Exodus and 
    Urza's Saga-Urza's Legacy).  A "block" is a stand-alone set and the two
    expansion sets which follow it.  This means that cards stay in use for
    approximately two years. [Tournament Rules 10/01/97]
  D.16.3 - Cards from previous editions or expansions which are in the 
    current one are allowed.  Collector's Edition and promo cards (which do 
    not appear in a currently allowed set) are not allowed.
  D.16.4 - Portal cards are not allowed unless they have the same name as a 
    legal card.  In this case, they play as the legal card text and not the 
    Portal card text. [Duelist Magazine #18, Page 44]
  D.16.5 - New card sets become effective on the first day of the month 
    following their introduction.  If a set is released after the 15th day of
    a month, then the set's effective date is pushed out to the first of the
    second month.  For example, a set released on January 8th is legal on
    February 1st, and one released on January 25th is legal on March 1st. 
    [Tournament Rules 10/01/97] [bethmo 02/24/99]
  D.16.6 - The policy for removal of sets is that each new edition of the 
    base set replaces the previous edition.  A new standalone set will start
    a new block, and thereby replace the oldest "block" in use. 
    A new limited expansion will add itself to the current "block.
  D.16.7 - Minimum of 60 cards in a deck. [Tournament Rules 10/01/97]
  D.16.8 - Optional 'sideboard'.  If you have one, it must be exactly 15 
    cards. [Tournament Rules 10/01/97]
  D.16.9 - No more than 4 of any card which is not a basic land can be in the
    combination of deck and sideboard.  Cards with different art or in
    different languages or from different prints but which are the same card
    are considered the same. [Tournament Rules 10/01/97]
  D.16.10 - There is no 'restricted' list at this time. 
    [Tournament Rules 10/01/97]
  D.16.11 - These cards are explicitly banned even though they are from legal 
    sets: [Tournament Update 12/01/98] [Update 03/01/99]
        Dream Halls,         Lotus Petal,         Time Spiral,
        Earthcraft,          Memory Jar,          Tolarian Academy,
        Fluctuator,          Recurring Nightmare, Windfall
  D.16.Ruling.1 - Snow-Covered lands are not legal because Ice Age is not 
    legal.
  D.16.Ruling.2 - Square edged cards from the Collector's Editions are not 
    legal.
  D.16.Ruling.3 - Silver bordered cards from Unglued are not legal.

D.17 - Sealed Deck Formats
  D.17.1 - Each player is given some number of unopened starter decks and/or
    booster packs.  The DCI recommends 90 to 300 cards be given out.  The 
    standard way to do it is to provide one starter deck plus two 15 card 
    boosters.  The judge may also allow additional (usually 4) basic lands 
    to be added to this. [Tournament Rules 10/01/96]
  D.17.2 - 45 minutes are given to construct the deck.
  D.17.3 - Expansions are valid for sealed deck play as soon as they are
    released.  There is no 30 day wait period. [Tournament Rules 10/01/95]
  D.17.4 - Minimum of 40 cards in the play deck.
    [Tournament Rules 10/01/97]
  D.17.5 - All additional cards function as the 'sideboard'.  The sideboard 
    and deck size can change freely between duels.
    [Tournament Rules 10/01/97]
  D.17.6 - Games are not played for ante.  If a player gets a card that can
    only be played for ante, they should bring it to the head judge, who will
    replace it from a random stack of cards.
    [Tournament Rules 10/01/97]
  D.17.7 - There are no restricted or banned cards.  Ante cards are an 
    exception (see Rule D.17.6). [Tournament Rules 10/01/97]
  D.17.8 - There is no "4 of a single card" limit.
    [Tournament Rules 10/01/97]

D.18 - Block Constructed Deck Formats
  D.18.1 - These formats follow the Standard (Type II) tournament rules for 
    deck construction but only allow cards from a given "block" rather than 
    from the larger list of sets.
  D.18.2 - The current "blocks" are: Ice Age/Homelands/Alliances,
    Mirage/Visions/Weatherlight, and Tempest/Stronghold/Exodus, and 
    Urza's Saga/Urza's Legacy.
  D.18.3 - Some cards are 'banned' from the Ice Age/Homelands/Alliances format
    so that none may appear in a deck or sideboard.  These cards are:
    [Tournament Rules 10/01/97]
        Amulet of Quoz,           Thawing Glaciers,
        Timmerian Fiends,         Zuran Orb 
    This format is sanctioned as an Extended format.
    [Tournament Rules 10/01/97]
  D.18.4 - Some cards are 'banned' from the Mirage/Visions/Weatherlight format
    so that none may appear in a deck or sideboard.  These cards are:
    [Tournament Update 06/01/97]
        Squandered Resources 
  D.18.5 - Some cards are 'banned' for the Tempest/Stronghold/Exodus format so
    that none may appear in a deck or sideboard.  These cards are:
    [Tournament Update 06/01/98]
        Cursed Scroll 
  D.18.5 - Some cards are 'banned' for the Urza's Saga/Urza's Legacy format so
    that none may appear in a deck or sideboard.  These cards are:
    [Tournament Update 03/01/99]
        Memory Jar,               Time Spiral,        Windfall
  D.18.Ruling.1 - Only cards explicitly banned from this format are banned.
    The Standard (Type II) tournament list is not necessarily true.

D.19 - Booster Draft Formats
  D.19.1 - Players sit in groups of 7 or 8 players.
  D.19.2 - In "Rochester Draft" format, each group starts with 3 booster 
    packs per player.  The judge lays out one booster pack (15 cards) on the
    table and players are given 20 seconds to review the cards.  The first
    pick starts with the player on the judge's left and players pick one
    card each going around the table to the left.  The second booster pack
    goes around the table to the right, starting on the judges' right.  
    When the rotation gets to the last player, they pick 2 cards and the
    rotation reverses direction until the booster pack is depleted.
    [Tournament Rules 10/01/97]
  D.19.3 - Each player gets 5 seconds to select a card, and touching one is
    considered selected. [Tournament Rules 10/01/97]
  D.19.4 - Ante cards in initial boosters are replaced by tournament officials 
    from a random stack of cards. [Tournament Rules 10/01/97]
  D.19.5 - 20 minutes are given to construct the deck after drafting is 
    complete. [Tournament Rules 10/01/97]
  D.19.6 - Players may add as many basic lands as they want to the deck.
    [Tournament Rules 10/01/97]
  D.19.7 - Minimum of 40 cards in the play deck.  All other cards function 
    as the sideboard (as in sealed deck play). [Tournament Rules 10/01/97]
  D.19.8 - As an optional format, the judge may have players play Swiss
    format among their group with winners advancing every 3 to 4 rounds to
    new groups, where they draft up a new deck. [Tournament Rules 10/01/97]


E - Extracted Rulings on Cards
------------------------------------------------------------------------------

E.1 - Attack or Die Effects
  E.1.1 - Spells and abilities may be used to force a creature to attack or
    be destroyed.  These include Siren's Call and Norritt. 
  E.1.2 - These spells and abilities may only be used on a creature on its
    controller's turn at a time when it would be legal for that player to 
    declare an attack later in that turn. [Aahz 04/11/95]
  E.1.3 - The affected creature must attack if it is able.  See Rule C.10 for
    more information on what this means.
  E.1.4 - The creature is destroyed (usually at end of turn, see Rule P.10.1)
    if it does not attack.
  E.1.Ruling.1 - The creature is destroyed if it does not attack because it
    simply cannot do so legally.  For example, a Sea Serpent will be 
    destroyed if it cannot attack because the opponent has no islands.
    [Aahz 1994]  
  E.1.Ruling.2 - You can use these spells and abilities on a creature you
    know won't be able to attack.  For example, you can use them on a tapped
    creature. [Aahz 1994]
  E.1.Ruling.3 - If the player cannot declare an attack due to an effect such
    as Festival, then these spells and abilities are not legal.  See 
    Rule E.1.2.
  E.1.Ruling.4 - Most of these spells and abilities say they may not be used
    on a creature which has summoning sickness. [D'Angelo 08/18/98]
  Note - Also see Must Attack, Rule C.10.

E.2 - Cantrips
  E.2.1 - A 'cantrip' is a spell which has an effect and also lets you draw
    a card to replace it.  This can be done as part of the resolution, or it
    may be done at the beginning of the next turn.
  E.2.Ruling.1 - If instructed to draw at the beginning of the next turn, do
    so regardless of which player's turn that is.  You'll often be drawing
    at the beginning of your opponent's turn. [D'Angelo 04/11/97]
  E.2.Ruling.2 - If the spell has a target and it fizzles (see Rule G.19) with
    respect to all its targets, then you will not get to draw a card.
    See Rule G.41.6.
  E.2.Ruling.3 - If the spell is countered, you do not get to draw a card.
    [Duelist Magazine #7, Page 8]  See Rule G.8.3.
  Note - Many olders cards said "Draw a card at the beginning of the next 
    turn's upkeep".  All such cards have errata to say "Draw a card at the 
    beginning of the next turn". [Duelist Magazine #18, Page 28]  See the
    individual card rulings for details.

E.3 - Comes Into Play Abilities
  E.3.1 - A card which says "When <name of this card> comes into play, 
    do <something>" sets up a triggered ability (see Rule A.8) which will
    trigger only on itself coming into play.  After that, the ability is 
    inactive. [WotC Rules Team 03/31/98]
  E.3.2 - A card which says "Whenever <description of a class of permanents> 
    comes into play, do <something>" setup up a continuous ability (see
    Rule A.4) that lasts as long as this card is in play and watches for 
    anything matching the description.  Cards with this ability will not 
    trigger on itself entering play or on anything that enters play at the 
    same time this card enters play. [WotC Rules Team 03/31/98]  For example,
    if two Mogg Bombers enter play simultaneously due to Living Death, 
    neither Mogg Bomber will trigger.
  E.3.3 - If the action part of the 'comes into play' ability is worded as
    "Do <something>, or do <something else>" or as "Do <something>.  If you 
    cannot, do <something else>.", then you are unable to use any 
    activated abilities of that permanent until after the 'comes into play' 
    ability's effect is resolved.  Not even mana source abilities of that 
    permanent can be used.  [Duelist Magazine #16, Page 25]  This is pretty
    much the same as Rule A.6.9 for Phase Costs.  For example, 
    Balduvian Trading Post requires you to sacrifice an untapped land or 
    bury it.  This means you cannot tap it for mana until after you sacrifice
    the land.
  E.3.Ruling.1 - You can cast a spell that has a 'comes into play' ability 
    even if you know that the ability itself cannot be played.  For example,
    you can cast a Nekrataal when there are no legal creatures in play to
    target.  Simply ignore any 'comes into play' abilities when deciding if
    you can play a spell. [D'Angelo 02/03/98]
  E.3.Ruling.2 - If the spell is countered (see Rule G.8), the permanent does
    not come into play so the ability does not trigger. [D'Angelo 02/03/98] 
  E.3.Ruling.3 - If the card does not say there is a penalty for being unable
    to do the action, there is no penalty if you are unable to do it.  You 
    still do as much of the action as possible.
  E.3.Ruling.4 - Continuous effects that will apply after the permanent is
    in play are ignored when deciding which abilities do and do not trigger.
    See Rule A.8.8.  For example, if you play a land while Living Lands is
    in play, abilities which trigger off a land coming into play will trigger,
    but ones that trigger off a creature coming into play will not.
    [WotC Rules Team 08/05/97] [Duelist Magazine #20, Page 34]
  E.3.Ruling.5 - Since these are triggered abilities (see Rule A.8), you can
    only play mana sources (plus other triggered abilities) between the time
    the card enters play and the time the triggered ability is played.
    [bethmo 11/06/96]  This means you cannot use an instant speed ability,
    such as Altar of Dementia to sacrifice the card before you deal with
    its 'comes into play' ability.  Also note that Rule E.3.3 applies.
  E.3.Ruling.6 - You can play interrupts, such as from the Silver Wyvern,
    to a 'comes into play' ability.  [D'Angelo 04/20/98]
  E.3.Ruling.7 - 'Comes into play' abilities trigger no matter how the card
    is put into play.  There is only one exception--phasing a card in will
    never trigger such abilities.  See Rule G.30.9.
  E.3.Ruling.8 - 'Comes into play' abilities do not trigger when a card
    changes its type.  For example, animating a land with Living Lands.
    They only trigger on something going from being out of play to being
    in play.  [D'Angelo 07/30/98]
  Note - Also see Triggered Abilities, Rule A.8.

E.4 - Copy Cards
  E.4.1 - Some cards in the game can become (or make) exact copies of other 
    cards.  These cards include Clone, Copy Artifact, Dance of Many,
    Echo Chamber, Fork, Unstable Shapeshifter, 
    Vesuvan Doppelganger, and Volrath's Shapeshifter.  Some copy cards
    can change what they copy and therefore have additional rules.
  E.4.2 - Copy cards read the base characteristics (see Rule K.4) of the card
    or token, ignoring any changes made by other spells and abilities.  These
    characteristics become the base characteristics of the copy. 
    [WotC Rules Team 03/31/98]
  E.4.3 - When the copy card is cast and it resolves, it is in all ways a 
    copy.  This means that anything which happens when it resolves or when it
    enters play will happen.  For example, a copy of a Tetravus will enter
    play with three counters.  And a copy of a Nevinyrral's Disk will
    enter play tapped. [WotC Rules Team 07/27/94]
  E.4.4 - A copy card does not keep any of its own characteristics (see
    Rule K.4) unless otherwise stated on the card. [WotC Rules Team 03/31/98]
    This means it assumes the name, color, casting cost, and other 
    characteristics.
  E.4.5 - When copying a permanent in play, treat any X in the casting cost
    of that card as zero. [WotC Rules Team 07/27/94]  For example, a Clone
    of a Krakilin will enter play with zero counters.
  E.4.6 - If the copy card can change forms, any ability usage restrictions
    are kept.  If a permanent had "use this ability only once per turn" or 
    "you can spend no more than <amount of mana> this way each turn", and it 
    changes to another permanent with the exact same ability, the restriction
    will carry over.  [WotC Rules Team 03/31/98]  This means that switching 
    forms to the same creature you were copying will not allow you to get 
    around the restriction. 
  E.4.7 - If the copy card can change forms, it does not trigger any "comes 
    into play" abilities (see Rule E.3) when it changes to a new form.  
    [D'Angelo 03/31/98]  This means that changing to a Nekrataal will not
    allow you to bury a creature.
  E.4.8 - If the copy card can change forms, it does not get any counters or
    other benefits (or penalties) the copied permanent would get when cast, 
    nor do you have to pay any costs that are normally paid when playing that
    permanent. [WotC Rules Team 07/27/94]  For example, when switching to a 
    Tetravus it gets no counters.  And when switching to a 
    Minion of the Wastes you do not pay any life.
  E.4.9 - If the copy card can change forms, it does not trigger any "leaves
    play" effects when it changes to a copy a different permanent.  But, any
    effects which were waiting for it to leave play will trigger when the 
    copy card itself leaves play. [WotC Rules Team 03/31/98]  For example, if 
    a Vesuvan Doppelganger is a copy of a Gaea's Liege and it changes
    to a new form, the lands it changed into Forests will not revert until the
    Doppelganger's card actually leaves play.
  E.4.10 - Whenever a card refers to itself by name, it means "this card" even
    if it changes its name by changing what it is copying.
    [WotC Rules Team 03/31/98]
  E.4.Ruling.1 - Most copy cards are targeted and therefore cannot be cast
    or otherwise brought into play without a legal target (see Rule G.41.1).
    If the target becomes invalid after announcing but before resolution,
    the spell or ability fizzles (see Rule G.41.4).  In the case of a spell,
    it goes to the graveyard.  In the case of an ability, it has no effect.
    [WotC Rules Team 02/09/95]
  E.4.Ruling.2 - If a copy card is brought into play by a means other than
    casting, then you must choose a target at the time it would enter play.
    See Rule G.31.4.
  E.4.Ruling.3 - Because of Rule E.4.2, a copy card cannot copy something
    which is only of the appropriate type due to an effect.  The copy card
    ignores all effects on the thing it is copying.  For example, Clone
    can only copy token creatures and permanents which are "Summon" or 
    "Artifact Creature" cards.  It may not copy a land which is a creature 
    due to Kormus Bell's effect. [WotC Rules Team 03/31/98]
  E.4.Ruling.4 - If a copy card copies another permanent which is a copy, then
    the base values on that permanent are used, which will be the base values
    from the thing that permanent copied. [WotC Rules Team 03/31/98]  For
    example, Copy Artifact may be used to copy a Clone of an Artifact
    Creature.
  E.4.Ruling.5 - If a copy card copies a permanent which has characteristics
    defined when it enters play, such as Primal Clay, it will copy the 
    existing characteristics rather than allow you to choose new ones.
    [WotC Rules Team 03/31/98]
  E.4.Ruling.6 - Effects played on the copy card override the characteristics
    it is copying.  For example, a Vesuvan Doppelganger with a Flight
    enchantment on it will still be Flying after changing forms.  And a 
    Vesuvan Doppelganger modified by Ashnod's Transmogrant will act as a 
    Transmogrified version of the creature it copies even if it changes 
    creatures. [Aahz 08/08/94]
  E.4.Ruling.7 - You can copy a creature which is only in play due to an
    effect such as Animate Dead. [WotC Rules Team 07/03/97]
  E.4.Ruling.8 - Creature copy cards can copy a Licid which is in enchantment
    form, because it is at the base a Summon Card. [bethmo 10/09/97] See 
    Rule E.4.2. 
  E.4.Ruling.9 - A copy card of a token creature is still a card and not a
    token. [WotC Rules Team 1994]
  E.4.Ruling.10 - If the copy card can change forms, and it changes to copy a
    Legend (see Rule K.19) in play, it will be the newer copy of that Legend 
    in play and will be buried (see Rule K.19.1) even if the copy card itself
    was in play longer. [WotC Rules Team 03/31/98]
  E.4.Ruling.11 - If the copy card can change forms, and it in turn copies 
    another card which can change forms it will have both copy abilities.  But
    the next form change will erase all the previous copy abilities and it 
    will once again have just one ability. [WotC Rules Team 03/31/98]
  E.4.Ruling.12 - Copy cards do not copy Magical Hack or Sleight of Mind
    changes. [WotC Rules Team 03/31/98]
  E.4.Ruling.13 - A copy card can target a creature which has a built-in 
    "cannot be targeted" ability which has been temporarily removed by an 
    effect such as Humility. [bethmo 05/02/98]
  E.4.Ruling.14 - All text is copied, including "counts as" text.
    [bethmo 07/07/98]
  Note - Also see Characteristics, Rule K.4.

E.5 - Face Down Cards
  E.5.1 - A couple of cards allow you to turn your creatures face down so
    they cannot be viewed by your opponents.  These cards are Camouflage
    and Illusionary Mask.
  E.5.2 - Only the controller of the face down creature can look at it.
  E.5.3 - At the time you announce a spell or ability that would target the
    face down creature, the game rules consider the card to be a creature, but
    do not know anything else about it.  Upon resolution, however, the game
    gets to know the "truth" and the spell may fizzle (see Rule G.19).
    [PPG Page 57]  For example, you can target a black face down creature 
    with Terror, but the spell will fizzle when it resolves.
  E.5.4 - At the time you announce blockers, the game rules consider the card
    to be a creature but do not know anything else about it.  After the
    blockers are declared, however, the game gets to know the "truth" and
    any illegal blocking assignments do not happen.  The player cannot choose
    a different blocking assignment for the illegal blockers.
    [WotC Rules Team 11/10/95]
  E.5.5 - Any continuous effects (or Rule Effects, see Rule T.13) to face 
    down creatures still take effect.  You must inform the other players of 
    any relevant effects as soon as those effects get checked.  For example, 
    a face down Goblin King would require you to inform players that your
    Goblin can Mountainwalk as soon as you use that ability.  And to inform
    them that their Goblin is a 2/2 creature as soon as there is a reason to
    check the Goblin's power or toughness. [Aahz 12/01/97]
  E.5.Ruling.1 - Only the creature is face down.  Enchantments on it say face
    up and counters on it are visible. [Duelist Magazine #11, Page 56]
  E.5.Ruling.2 - 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]
  E.5.Ruling.3 - If a blocking assignment is cancelled by Rule E.5.4, no
    abilities that trigger on blocking assignment will happen. 
    [D'Angelo 02/03/98]
  E.5.Ruling.4 - Because of Rule E.5.4, a face down creature with Lure on
    it must be blocked by all of your opponent's creatures even if you know 
    that the block will be illegal because the attacker has a Landwalk 
    ability (see Rule A.22) or some other evasion ability (see Rule A.17).
    [D'Angelo 11/21/95]
  E.5.Ruling.5 - If a copy card like Clone is used to copy a face down
    creature, you do not tell that player anything about their creature until
    there is a need to know, as with Rule E.5.5. [bethmo 1994]
  E.5.Ruling.6 - If you have a face down Legend (see Rule K.19) in play and
    a duplicate Legend is brought into play, you must inform them and have
    the duplicate buried. [WotC Rules Team 12/15/94]  See Rule E.5.5.

E.6 - Fog Effects
  E.6.1 - A fog effect is an effect that prevents a creature from dealing
    or receiving combat damage (see Rule C.1.8).
  E.6.Ruling.1 - Only damage dealt during the damage dealing step in the
    attack phase is stopped by a fog effect.  Damage from spells and abilities
    which is done during the attack phase is not stopped.  See Rule C.1.8.
  E.6.Ruling.2 - Does not prevent a creature from being affected by a 
    blocking ability such as Thicket Basilisk's.
    [Duelist Magazine #2, Page 8]
  E.6.Ruling.3 - Does not prevent Is Not Blocked abilities (see Rule E.7) from
    being used. [Aahz 12/19/94]
  E.6.Ruling.4 - If a single creature is under a Fog effect and it is a member
    of a band, it can still contribute Banding (see Rule A.11) to the band.
    [Aahz 08/31/94]

E.7 - Is Not Blocked Ability
  E.7.1 - An ability written as "If <this card> attacks and is not blocked,
    you [may] do <something>" is known as an 'Is Not Blocked' ability or as
    a 'saboteur' ability.
  E.7.2 - This is a triggered ability (see Rule A.8) that triggers on the
    declaration of blockers if the creature is attacking and it was not
    blocked. [Aahz 08/18/97]  If the ability is optional, you have to decide
    at that time if you want to play it.  You cannot wait until later. 
    [Aahz 03/17/97]
  E.7.3 - If a creature has multiple Is Not Blocked abilities, even multiple
    copies of the same ability, all of them can be used.
    [Duelist Magazine #4, Page 6]
  E.7.Ruling.1 - Abilities written as "<cost>: do <something>.  Use this
    ability only if <this card> is attacking and is unblocked" are played
    as instants after the declaration of blockers (see Rule C.7).  
    [Aahz 08/18/97]  Also see Rule G.44. 
  E.7.Ruling.2 - It is common for these abilities to have a targeted part and
    an untargeted part of making the attacking creature not deal damage.  If
    the targeted part of the ability fizzles (see Rule G.19), then the
    untargeted part also fizzles and the creature can deal damage as 
    normal (see Rule G.41.6). [Duelist Magazine #6, Page 132]
  E.7.Ruling.3 - The ability can be used even if a fog effect or some other
    Is Not Blocked ability has made it so the creature cannot deal damage.
    [Duelist Magazine #4, Page 6]

E.8 - Licids
  E.8.1 - A Licid is a type of creature that can become a creature 
    enchantment, reside on other creatures for a while, and then revert back
    to being a creature. [Tempest, Page 7]
  E.8.2 - When a Licid becomes a creature enchantment, it loses all abilities
    and gains whatever ability is listed in the card text.  It also stops 
    being whatever kind of permanent it was and becomes a local creature
    enchantment (see Rule K.14.3).  It retains all other characteristics (see
    Rule K.4) including name, color, and so on.  [Tempest, Page 8]
    [WotC Rules Team 12/18/97]
  E.8.3 - The Licid ability targets the creature it will be enchanting.  If
    the target becomes illegal before the ability starts to resolve, then the
    ability fizzles (see Rule G.19) and the Licid will remain unchanged.
    [Tempest, Page 9]
  E.8.4 - When a Licid changes form, any counters, effects, and damage on it 
    remain on it until they would normally be removed (if ever).  If the 
    counters or effects make no sense when applied to the current card type,
    then they do not do anything.  But if the Licid returns to being a of the
    proper card type, they may take effect again. [D'Angelo 07/24/98]
    For example, a +1/+1 counter from Dwarven Weaponsmith would remain, the
    effect of Giant Growth will wear off at end of turn, and damage will be
    removed at end of turn.  Also see Rule K.5.9.
  E.8.Ruling.1 - Generally, the cost of using a Licid's ability includes 
    tapping it.  This means that when it moves onto the creature, it will be 
    a tapped local enchantment.  The enchantment's ability will work normally,
    though, and the card will untap during your next untap phase. 
    [Tempest, Page 9]
  E.8.Ruling.2 - A Licid will not get summoning sickness by enchanting an
    opponent's permanent.  You are still controlling the Licid. 
    [D'Angelo 10/15/97]
  E.8.Ruling.3 - If a Licid is enchanting a creature that phases out, the 
    Licid phases out with the creature, but when it phases back in it will 
    phase in as a normal creature and not a creature enchantment.  This is 
    because the "change to an enchantment" effect ended when the Licid left 
    play. [Aahz 11/16/97]
  E.8.Ruling.4 - When in creature enchantment form, it can be moved onto
    another creature with an enchantment moving spell or ability (see 
    Rule E.9).  It stays as an enchantment. [WotC Rules Team 02/01/98]
  E.8.Ruling.5 - If a Licid targets itself with its ability, the effect turns
    the Licid into a creature enchantment targeting itself.  After the 
    resolution finishes, it will discover that it is not on a legal target
    and it will bury itself.  See Rule K.14.9. [WotC Rules Team 08/01/98]
  E.8.Ruling.6 - If a Licid imposes an upkeep ability or cost on something, 
    then changes away from an enchantment and back into an enchantment, the 
    upkeep ability or cost on the enchanted creature is a new one and must be
    dealt with again. [WotC Rules Team 02/01/98]
  E.8.Ruling.7 - If any phase costs or phase abilities are placed on the Licid
    are dealt with while in one form, then it changes form and changes back it
    will not have to deal with the phase cost or phase ability again.  It is 
    still the same permanent the whole time. [D'Angelo 03/23/98]
  E.8.Ruling.8 - The ability to end the Licid's effect of being turned into
    an enchantment is played as an instant. [D'Angelo 07/22/98]

E.9 - Moving Enchantments
  E.9.1 - Several spells and abilities can result in the moving of a local 
    enchantment from one permanent to another.  For example,
    Enchantment Alteration and Crown of the Ages.
  E.9.2 - When moving an enchantment, nothing changes about the enchantment
    other than its target. [WotC Rules Team 05/01/98]  This rule overrides
    text in the Fifth Edition rulebook.
  E.9.3 - The enchantment is not considered as if "just cast".
    [WotC Rules Team 05/01/98]  This rule overrides text in the Fifth Edition
    rulebook and on the cards.
  E.9.4 - You cannot try to move an enchantment onto an illegal target.  
    Creatures which cannot be targeted by enchantments in play, such as
    Bartel Runeaxe, or ones with Protection from Color (see Rule A.24) are
    illegal targets. [WotC Rules Team 05/26/96]
  E.9.Ruling.1 - None of the enchantment moving spells and abilities require 
    the targeting of the new destination of the enchantment, so you can move 
    the enchantment onto a permanent that could not normally be targeted by a
    spell or ability. [Mirage, Page 56]  For example, you can move an 
    enchantment onto Deadly Insect.
  E.9.Ruling.2 - Enchantments do not forget any phase costs (see Rule A.6),
    phase abilities (see Rule A.5), or uses that happened prior to being
    moved. [D'Angelo 05/04/98]
  E.9.Ruling.3 - 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.  If you moved
    it after activation but before resolution, the effect will still happen to
    the original creature and not the new one because this is "locked in" on 
    announcement of the ability. [WotC Rules Team 12/03/96]
  E.9.Ruling.4 - If the enchantment was targeted by a spell or ability prior
    to being moved, the moving will not cause the targeting to fail.  It is 
    still the same enchantment. [D'Angelo 09/26/95]
  E.9.Ruling.5 - You cannot move Dance of the Dead, Animate Dead, or 
    Necromancy to another creature or to a creature in the graveyard.  
    These have exactly one legal target creature, the one they were cast for.
    [Duelist Magazine #17, Page 25] [D'Angelo 06/05/97]
  E.9.Ruling.6 - When the enchantment is moved, any effects on the enchantment
    stay on it.  For example, the enchantments that play as an instant and are
    scheduled to be buried at end of turn will still be buried at end of turn 
    if they are moved. [Duelist Magazine #16, Page 24]

E.10 - Pitch Spells
  E.10.1 - 'Pitch spells' is the nickname for spells which allow you to 
    discard cards (typically they are actually removed from the game) instead
    of paying the casting cost.  They were introduced in Alliances.  This
    name has also been extended to cover other non-mana ways to cast spells.
    For example, the Visions card Fireblast which lets you sacrifice 
    Mountains.
  E.10.2 - The non-mana cost is paid at the time you announce the spell or 
    ability and is considered to be paying the casting cost (see Rule K.9) for
    you.  [Duelist Magazine #11, Page 55]
  E.10.Ruling.1 - It does not actually change the casting cost of the spell
    for any reasons, including spells or abilities like Spell Blast.
    [Duelist Magazine #12, Page 32]
  E.10.Ruling.2 - If there is a penalty on the play cost of the spell, such
    as Gloom on a Scars of the Veteran, you must pay the penalty even
    if you use the "pitch" ability to avoid the casting cost (see Rule K.9)
    portion of the play cost (see Rule K.21). [Duelist Magazine #12, Page 32]
  E.10.Ruling.3 - You cannot use Sleight of Mind to stop a "pitch" spell
    which requires a card of a certain color to be discarded.  This is because
    the costs are paid prior to the Sleight being usable.  See Rule T.3.1.
    [Duelist Magazine #12, Page 32]
  E.10.Ruling.4 - You cannot discard a spell card to pay for itself.
    [D'Angelo 05/28/98]  See Rule T.4.4.

E.11 - Poison
  E.11.1 - Poison counters are poison counters no matter what the source is.
  E.11.2 - A player loses the game if they have 10 (or more) such counters at
    any time.  This is a Rule Effect (see Rule T.13).
    [Duelist Magazine #2, Page 7]
  E.11.Ruling.1 - The "lose if you have 10 poison counters" effect is built
    into the poison counters.  You do not need a poison generating card in 
    play for the rule to take effect. [D'Angelo 10/01/96]

E.12 - Tap and Hold Abilities
  E.12.1 - Abilities for which you tap the card, and the effects last as long
    as the card is tapped are called 'tap and hold effects'.
  E.12.2 - These abilities are duration effects.  The effect lasts until the
    card is untapped.  This is similar to a normal time duration effect such
    as "until end of turn", but is "until the card which generated the effect
    stops being tapped". [D'Angelo 09/12/95]  See Rule T.2.5, Rule T.2.6,
    Rule T.2.7, and Rule T.2.8 for more information on duration effects.
  E.12.Ruling.1 - Although these cards usually only say "as long as <this 
    card> remains tapped", they also mean "and is in play". 
    [WotC Rules Team 02/06/96] A card which is not in play cannot be still 
    tapped. 
  E.12.Ruling.2 - If the card untaps before the tap and hold ability actually
    resolves, the tap and hold effect never takes effect at all. 
    [WotC Rules Team 08/05/97] See Rule T.2.7.
  E.12.Ruling.3 - The effect continues even if the card loses its abilities.
    It only ends if the card untaps or leaves play.  [D'Angelo 09/12/95]
    This is possible if an artifact is animated by Titania's Song or a land
    changes type by Phantasmal Terrain.
  E.12.Ruling.4 - If one of these cards or its target leaves play temporarily
    by phasing out (see Rule G.30) or otherwise leaving play, the effect will
    end and will not restart when it re-enters play. [D'Angelo 10/15/96]

E.13 - Templates
  E.13.1 - The choice of wording on Magic cards is called templating.  Here
    are some templates and cross-references to their related rules.
  E.13.Ruling.1 - Something that affects "each X and Y" affects everything 
    that counts as an X and/or counts as a Y.  It will not affect anything
    twice.  [WotC Rules Team 11/10/95]
  E.13.Ruling.2 - The text "target X or target Y" is the same as "target X 
    or Y" and is just spelled out to make the targeting more clear.
    [WotC Rules Team 11/10/95]
  E.13.Ruling.3 - The text "all players", "each player", or "any player may"
    do something means that the ability is played by that player, but is
    controlled by the controller of the spell or ability which said that.
    See Rule A.1.8.
  E.13.Ruling.4 - If a spell or ability does not specify who does something,
    or specifies "you", then it means the controller.  See Rule A.1.9.
  E.13.Ruling.5 - The text "<cost>: <effect>" on a permanent indicates an 
    activated ability.  See Rule A.2.1  If this text appears on an instant,
    sorcery or mana source, then it is part of the play cost.  See 
    Rule K.21.3.
  E.13.Ruling.6 - The text "until <something happens>", such as "until end of
    turn" or "until this card leaves play", indicates a duration on the 
    effect.  See Rule A.2.5.
  E.13.Ruling.7 - The text "as long as <something is true>" indicates a 
    duration on the effect.  See Rule A.2.5.  It can also be used to indicate
    a continuous effect which is only on some of the time.  See Rule A.4.2.
    There are some special rules on "as long as <card> remains tapped".
    See Rule E.12.
  E.13.Ruling.8 - The text "No more than <amount> can be spent this way each
    turn" or "You may pay no more than <amount> in this way" indicates a 
    limitation.  See Rule A.2.6.
  E.13.Ruling.9 - The text "Use this only <number> times each turn" indicates
    a limitation.  See Rule A.2.6.
  E.13.Ruling.10 - The text "At begining/end of <phase>, do <something>" 
    indicates a begin/end of phase ability.  See Rule A.3.1.
  E.13.Ruling.11 - The text "During <phase>, do <something>" indicates a
    phase ability.  See Rule A.5.1.
  E.13.Ruling.12 - The text "During <phase>, do <something> or else <something
    happens>" and "During <phase>, do <something>.  If you cannot, <something
    happens>" indicates a phase cost.  See Rule A.6.1.
  E.13.Ruling.13 - The text "If/when <something happens>, do <something>"
    indicates a triggered ability.  See Rule A.8.1.  If the "<something
    happens>" is that some card "comes into play", then also see Rule E.3.1.
  E.13.Ruling.14 - The text "<cost>: <effect>.  Use this ability only 
    when <something happens>" indicates an activated triggered ability.
    See Rule A.8.2.
  E.13.Ruling.15 - The text "When <something> comes into play, do <something>
    or do <something else>" or "When <something> comes into play, 
    do <something>.  If you cannot, do <something else>" is a comes into
    play triggered ability (see Rule A.8 and Rule E.3) which acts like a 
    phase cost (see Rule A.6).  See Rule E.3.3.
  E.13.Ruling.16 - The text "You may pay an additional <cost> during your
    upkeep to untap this permanent" indicates an untap cost.  See Rule A.10.1.
  E.13.Ruling.17 - The text "If <this card> attacks and is not blocked, you
    may do <something>" is known as a saboteur ability.  See Rule E.7.1.
  E.13.Ruling.18 - The text "Do <cost> to do <effect>" indicates that the
    first part is done as part of the cost of announcing the spell or ability.
    See Rule G.7.Ruling.1.
  E.13.Ruling.19 - The text "Counts as a <something>" has special rules.
    See Rule G.10.
  E.13.Ruling.20 - The text "Do A to target X or do B to target Y" means the
    spell or ability is modal.  See Rule G.27.2.
  E.13.Ruling.21 - The text "at the end of any turn" means "at the end of
    every turn". [D'Angelo 06/05/98]
  E.13.Ruling.22 - The text "at the time you play <card name>, do <something>" 
    descibes an additional part of the cost of playing the card.  This cost
    must be paid when announcing it. [WotC Rules Team 10/18/98]
  E.13.Ruling.23 - The text "If/when <something happens>, do <something>
    instead of <something else>" indicates a replacement ability.  See 
    Rule A.7.  Contrast this with Rule E.13.Ruling.13 which describes a
    triggered ability.  The word "instead" is the key. [bethmo 11/03/98]
  E.13.Ruling.24 - The text "...this turn" is identical to "...until end of
    turn".  The shorter version is used when "until" would not be clear, such
    as with "you cannot regenerate the creature until end of turn", which 
    some people took as a delay rather than a duration. [bethmo 03/24/99]
  E.13.Ruling.25 - The text "(this still counts as a land)" means the same 
    as "(if this was a land, it still is a land)". [bethmo 04/10/99]

E.14 - Vanguard Cards
  E.14.1 - The effects of Vanguard cards are treated like the first effects in
    play during the game.  They can be overridden by later effects, just like
    any other effect can.  [Aahz 07/21/97]
  E.14.2 - Vanguard cards are only legal if they are allowed in the given 
    tournament format, or if not in a tournament and all player's agree to 
    allow them.
  E.14.Ruling.1 - The Barrin card does not target the creature, so 
    untargetable creatures are not immune. [D'Angelo 01/06/98]
  E.14.Ruling.2 - Crovax triggers once per player or creature successfully 
    damaged, and not once per point of damage. [bethmo 01/07/98]
  E.14.Ruling.3 - A player with Gerrard who goes first skips one draw in the
    first draw phase, not both of them. [Aahz 08/10/97]
  E.14.Ruling.4 - Orim gives the option of blocking as if the creature had 
    Flying.  You can choose to block as if you did not have Flying.  This is
    useful with Chaosphere. [bethmo 01/07/98]


G - Game Terms and Rules
------------------------------------------------------------------------------

G.1 - Activation Cost
  G.1.1 - An activation cost is the cost to use an activated ability (see
    Rule A.2).  It is always written on a card as "<cost>: <effect>". 
    [Fifth Edition, Page 65]
  Note - It is possible for an Instant, Interrupt, Sorcery or Mana Source 
    card to use the "<cost>: <effect>" notation.  When this happens it is not
    an activation cost.  See Rule K.21.3.
  Note - Also see Costs (Rule G.7).
  Note - Also see Play Cost (Rule K.21).

G.2 - Bury
  G.2.1 - The term "bury" means to put a card or token in its owner's 
    graveyard. [Fifth Edition, Page 67]  This usually is only done from play.
  G.2.2 - A "bury" cannot be prevented by any means.
    [Fifth Edition, Page 67]
  G.2.Ruling.1 - You may not attempt to regenerate a buried creature.
    [Duelist Magazine #16, Page 24]
  Note - Also see Destroy (Rule G.14).

G.3 - Caster
  G.3.1 - The caster of a spell is the one who announced the spell.
    [Duelist Magazine #5, Page 123]
  G.3.Ruling.1 - The caster is almost always the owner of the card, but
    if Grinning Totem is used, the caster may differ from the owner.
    [bethmo 10/14/96]
  Note - Also see Controller (Rule G.6).
  Note - Also see Owner (Rule G.29).

G.4 - Color
  G.4.1 - Black, Blue, Green, Red, and White are the only colors in the game.
    [Fifth Edition, Page 67]
  G.4.2 - "Colorless" means "without any color".  "Colorless" is not a valid
    choice for a color.
  G.4.Ruling.1 - Artifact is not a color, it is a characteristic. 
  G.4.Ruling.2 - Gold is not a color.  It is just the background color used
    on cards which have more than one color in their casting cost.
    [Aahz 06/15/94] 
  Note - Also see Color of a Spell/Permanent (Rule K.10).

G.5 - Colorless Mana
  G.5.1 - Colorless mana is mana which has no color.  Some spells and 
    abilities may generate this kind of mana. [Fifth Edition, Page 67]
  Note - Also see Generic Mana (Rule G.20).

G.6 - Controller
  G.6.1 - The controller of a spell or ability is the player playing the 
    spell or ability.
  G.6.2 - The controller of a permanent starts as the one who controlled the
    spell or ability that brought the permanent into play (unless otherwise
    stated in the spell or ability). [Fifth Edition, Page 15]
  G.6.3 - The controller of a permanent may be changed by a spell or ability.
    If there are multiple control changes on a single permanent, the most
    recent control effect determines who controls the permanent.  If an effect
    ends, control reverts to the next most recent control effect, or to the
    starting controller if there are no other control effects.
    [D'Angelo 02/03/98]
  G.6.4 - The text "you" or "your" on a card always refers to the controller.
    Similarly, use of imperative language (which means directed instructions
    such as "discard a card") also refers to the controller.
    [Fifth Edition, Page 15]
  G.6.Ruling.1 - The controller of the effect of a spell or ability is the 
    same as the controller of the spell or ability itself. 
    [WotC Rules Team 06/01/97]
  G.6.Ruling.2 - If a player is instructed to play a phase ability of a 
    permanent they do not control, the controller of the permanent is still 
    considered to be the controller of the ability. [WotC Rules Team 05/02/98]
    For example, Bottomless Pit.
  G.6.Ruling.3 - If a triggered ability gives a player other than the 
    controller of the source of the ability an option to do something, that 
    player is considered to play and control that triggered ability even 
    though they do not control the source of that ability.  See Rule A.8.11.
    [WotC Rules Team 07/01/98]  For example, Zur's Weirding.  
  G.6.Ruling.4 - If a triggered ability gives each player the option to do
    something, the controller of the source plays and controls the ability.
    The controller chooses what they do first, then other players do.
    See Rule A.8.12. [WotC Rules Team 07/01/98]  For example, 
    Noble Benefactor.
  Note - Changing the controller of a permanent does not change the controller
    of local enchantments on that permanent.  See Rule K.14.7.

G.7 - Costs
  G.7.1 - A cost is something paid or done during the announcement of a
    spell or ability.  The most common costs are mana payments, tapping a
    permanent (see Rule G.40), payment of life (see Rule G.22), and sacrifices
    (see Rule G.35), but a cost can be anything.
  G.7.2 - The payment of a cost is unpreventable if you have the required
    resources (most often this is mana).  Effects may prevent you from having
    the resource available.  For example, the cost may be raised by Gloom
    or a card may not be tappable due to Volrath's Curse. 
    [D'Angelo 11/07/96]
  G.7.3 - You cannot pay a cost if you do not have the resource available.
  G.7.4 - If costs combine (as with phase costs) into something that is
    contradictory, then you cannot pay the cost at all. [Aahz 02/16/97]
    For example, you cannot both sacrifice a card and send that same card to 
    your hand.
  G.7.5 - Costs cannot be modified with replacement abilities (see Rule A.7).
    [Aahz 06/16/97]  For example, you cannot use Aladdin's Lamp on a
    draw from Psychic Vortex.
  G.7.Ruling.1 - All cards that read "Do X to do Y" means that X is a cost
    and Y is an effect. [Duelist Magazine #11, Page 56]
  G.7.Ruling.2 - Once you pay a cost you cannot get it back, even if the
    spell or ability is countered (see Rule G.8).
  G.7.Ruling.3 - You cannot pay a cost which requires a life payment if you
    have zero or less life or if the payment will bring you below zero life.
    [Duelist Magazine #3, Page 22]  See Rule G.7.3 and Rule G.22.6.
  G.7.Ruling.4 - You cannot tap a tapped card or untap an untapped card as
    part of a cost. [D'Angelo 12/23/96]  See Rule G.40.2 and Rule G.45.2.
  G.7.Ruling.5 - Since each spell or ability is announced separately, and
    each cost is paid with each announcement, a single resource cannot be
    used to pay multiple costs.  For example, you cannot sacrifice one 
    creature to pay two sacrifice costs, and you cannot cast two spells using
    the same point of mana. [D'Angelo 02/03/98]
  G.7.Ruling.6 - A cost cannot be paid accidentally.  It can only be paid 
    during the announcement of a spell or ability.  For example, you cannot
    cause a Prodigal Sorcerer to deal damage by making it become tapped.
    You must actually announce the use of its ability and tap it during that
    announcement as part of the cost in order to make it deal damage.
  Note - Also see Activation Cost (Rule G.1).
  Note - Also see Casting Cost (Rule K.9).
  Note - Also see Play Cost (Rule K.21).

G.8 - Countering Spells and Abilities
  G.8.1 - A spell or ability may be countered during the interrupt part of
    its life cycle. [Fifth Edition, Page 42]  See Rule T.5.
  G.8.2 - When a spell is countered, it is placed in its owner's graveyard.
    The spell is cancelled. [Fifth Edition, Page 42]
  G.8.3 - When an ability is countered, all of its effects are cancelled.
  G.8.4 - Once a spell or ability is countered, it is an illegal target for 
    interrupts.  Any unresolved interrupts which target the spell will fizzle
    when they resolve. [Fifth Edition, Page 42]
  G.8.Ruling.1 - Costs (see Rule G.7) paid when playing the spell or ability
    are lost. [Fifth Edition, Page 42]
  G.8.Ruling.2 - The spell or ability is not considered "successfully cast"
    or "successfully played" (see Rule T.5) and none of its effects will 
    take place. [Fifth Edition, Page 42]
  Note - Spells (see Rule K.3) and abilities (see Rule A.1) are different 
    things, and counterspells usually work on one or the other.  For example,
    a Power Sink counters a spell so cannot target a Prodigal Sorcerer's
    ability.

G.9 - Counters
  G.9.1 - Counters are used to keep track of long-term changes to a permanent.
    [Fifth Edition, Page 32]
  G.9.2 - Counters of the same name are interchangeable.  For example, Poison
    counters from all sources are still Poison counters. 
    [Fifth Edition, Page 32]
  G.9.3 - Counters with just a value, such as +1/+1, are interchangeable with
    other counters with exactly the same value. [WotC Rules Team 10/06/97]
    For example, a Spike Drone can move its counter onto a Tetravus and
    the Tetravus could use the counter.
  G.9.4 - Counters are considered to apply themselves to the permanent just
    after any built-in abilities of that permanent, but before any other 
    effects are applied. [Aahz 09/28/97]
  G.9.5 - Counters remain on a permanent even if they currently do not apply.
    [Mirage, Page 25]  For example, if a Mishra's Factory gets a +1/+1 
    counter while it is a creature, the counter will remain when it turns back
    into a land, and it will still be there if it later turns back into a 
    creature.  Similarly, a Licid will keep a +1/+1 counter even while it is 
    in enchantment form.
  G.9.Ruling.1 - Counters are interchangeable even if the card says "these
    counters" on it. [WotC Rules Team 03/01/98]
  Note - Also see Token Creatures, Rule K.25.

G.10 - Counts As
  G.10.1 - If a card "Counts as <something>" then the card is in all ways
    a <something>.  For example, Wall of Spears is a Wall because it says
    "Counts as a wall" in its text.
  G.10.2 - Counts as text applies no matter what zone (see Rule Z.1) the 
    card is in.
  G.10.3 - Counts as text is not considered an ability.

G.11 - Damage
  G.11.1 - Damage done to a player results in an equivalent loss of life (see
    Rule G.24). [Fifth Edition, Page 19]
  G.11.2 - Damage done to a creature remains on that creature until the end
    of turn (actually the Cleanup phase, see Rule P.10).
    [Fifth Edition, Page 19]
  G.11.3 - Damage is not removed if a permanent stops being a creature.  The
    damage will be there if it becomes a creature again later in the same 
    turn. [WotC Rules Team 09/22/95]
  G.11.4 - Damage is removed from a permanent as soon as it leaves play.
    [WotC Rules Team 02/07/94]
  G.11.5 - Each point of damage remembers all the characteristics (see 
    Rule K.4) of the source of that damage.  This includes, the color, 
    creature type, and any special abilities associated with the damage.
    [WotC Rules Team 08/05/97]
  G.11.Ruling.1 - Damage does not arrive in "packets".  Instead each point
    of damage has all the characteristics of the source associated with it.
    [WotC Rules Team 08/05/97]
  G.11.Ruling.2 - If you get to choose how damage is to be distributed among 
    multiple permanents or players, then you can only distribute whole number
    values, and you cannot choose zero.  If a spell or ability lets you
    choose how much total damage is dealt, you can choose zero.  
    [Duelist Magazine #7, Page 100]
  Note - Also see Damage Prevention, Rule G.12.
  Note - Also see Damage Redirection, Rule G.13.
  Note - Also see Creature Power and Toughness, Rule K.12.
  Note - Damage is "combat damage" only if it is done during the damage
    dealing part of the attack phase.  See Rule C.8.1.
  Note - A creature has "lethal damage" if it has as much damage on it as it
    has toughness.  See Rule K.12.4.
  Note - Damage can only be assigned to a creature or player.  If a spell or
    ability resolves to find that a permanent it was going to damage is no
    longer a creature, then it will not assign damage to it.  See Rule T.10.7.
  Note - See Rule A.8.9 and A.8.10 for information on how effects that 
    trigger on damage being assigned or dealt are handled.

G.12 - Damage Prevention
  G.12.1 - Spells and abilities which prevent damage can only be played 
    during a Damage Prevention Step (see Rule T.10). [Fifth Edition, Page 52]
  G.12.2 - Damage prevention spells and abilities can only be played if there
    is damage to prevent.  They can be played if they prevent more damage 
    than there is, but they cannot be played if there is zero damage (even if
    you have a spell that can prevent zero damage).
    [WotC Rules Team 07/03/97]
  G.12.3 - If the spell or ability prevents a specific amount of damage, you
    choose which of the points of damage you want to prevent.  If the spell
    restricts your choice, such as to just damage from a single source, you
    must follow that restriction.  This choice is made when announcing the
    damage prevention spell or ability. [WotC Rules Team 07/03/97]
  G.12.4 - If the spell or ability prevents all damage, or all damage which
    meets a given restriction, then the spell or ability will affect all the
    damage if finds upon its resolution. [WotC Rules Team 07/03/97]
  G.12.5 - Normally, damage cannot be prevented after it has been 
    successfully "dealt" at the end of a Damage Prevention Step (see 
    Rule T.10), but a couple of spells may "retroactively" prevent damage.
    For example, Reverse Damage may be played later in the turn, whereas 
    most damage prevention can only be played during the particular Damage 
    Prevention Step associated with that damage.
  G.12.6 - When damage is "retroactively" prevented, it does not undo any
    side-effects of that damage being "dealt".  See Rule T.10.1.
    [WotC Rules Team 05/10/95]
  G.12.Ruling.1 - If damage is prevented, it is never considered "dealt", so
    any side-effects of that damage will also be prevented.  See Rule T.10.6.
  G.12.Ruling.2 - Damage prevention spells and abilities do not target 
    damage.  They just target what the card says they target.
    [WotC Rules Team 07/03/97]
  G.12.Ruling.3 - Because of rule G.12.3, if you take damage multiple times
    from the same source during a single Damage Prevention Step (see 
    Rule T.10), then a single use of a Circle of Protection can prevent all 
    the damage from that source.  For example, if the red card Manabarbs 
    is in play and you tap for mana during a Damage Prevention Step, the 
    damage is added to the current Damage Prevention Step (see Rule T.10.10) 
    and since it is all from the same red source a single use of 
    Circle of Protection: Red will prevent all of that damage. 
    [Duelist Magazine #17, Page 24]
  G.12.Ruling.4 - If a damage prevention spell or ability has a target and
    you change that target, then the damage prevention spell may not do
    anything.  If it prevents all damage to the target, it will work normally,
    but if it prevents a certain amount of damage it will not prevent anything
    on the new target since the damage chosen on announcing the spell is not
    actually on the new target creature. [bethmo 03/11/98]
  G.12.Ruling.5 - Triggered abilities (see Rule A.8) which prevent damage, 
    such as Protection from Color (see Rule A.24), are not considered damage
    prevention abilities even though they follow the rules for damage 
    prevention.  They are considered triggered abilities.  Therefore, effects
    which disallow the use of damage prevention will not stop these triggers
    from preventing damage. [bethmo 03/27/98]
  Note - Also see Damage, Rule G.11.
  Note - Also see Damage Redirection, Rule G.13.
  Note - Also see Damage Prevention Step, Rule T.10.

G.13 - Damage Redirection
  G.13.1 - A spell or ability may cause damage to be "redirected" from a
    creature or player to another creature or player.
  G.13.2 - Spells and abilities which redirect damage can only be played 
    during a Damage Prevention Step (see Rule T.10). [Fifth Edition, Page 52]
  G.13.3 - Damage redirection spells and abilities can only be played if there
    is damage to redirect.  They can be played if they redirect more damage 
    than there is, but they cannot be played if there is zero damage (even if
    you have a spell that can redirect zero damage).
    [WotC Rules Team 07/03/97]
  G.13.4 - If the spell or ability redirects a specific amount of damage, you
    choose which of the points of damage you want to redirect.  If the spell
    restricts your choice, such as to just damage from a single source, you
    must follow that restriction.  This choice is made when announcing the
    damage redirection spell or ability. [WotC Rules Team 07/03/97]
  G.13.5 - If the spell or ability redirects all damage, or all damage which
    meets a given restriction, then the spell or ability will affect all the
    damage if finds upon its resolution. [WotC Rules Team 07/03/97]
  G.13.6 - Redirected damage maintains all of its characteristics (see 
    Rule K.4).  For example, it maintains its color and side-effects.
    [Fifth Edition, Page 51]
  G.13.7 - Redirected damage is considered to come from its original source.
    It does not come from the spell or source of the ability that redirected
    the damage. [Duelist Magazine #5, Page 37]
  G.13.8 - Redirecting damage causes it to stop being "combat damage" (see
    Rule C.8.1).  [Duelist Magazine #17, Page 24]
  G.13.9 - Redirecting damage counts as preventing damage on the original
    creature or player, and assigning damage to the new creature or player.
    This means that abilities which trigger (see Rule A.8) on damage being 
    "assigned" will trigger when the damage is redirected. 
    [WotC Rules Team 12/18/97] For example, Furnace of Rath triggers and 
    doubles damage whenever you redirect the damage.
  G.13.10 - Normally, damage cannot be redirected after it has been 
    successfully "dealt" at the end of a Damage Prevention Step (see 
    Rule T.10), but a couple of spells may "retroactively" redirect damage.
    For example, Simulacrum may be played later in the turn, whereas 
    most damage redirection can only be played during the particular Damage 
    Prevention Step associated with that damage.
  G.13.11 - When damage is "retroactively" redirected, then the damage 
    remembers its characteristics, but not any abilities associated with the
    damage.  For example, a Hypnotic Specter's retroactively redirected 
    damage will not cause a player to discard a card.
    [WotC Rules Team 05/10/95]
  G.13.Ruling.1 - You can redirect damage from a creature or player to that
    same creature or player. [WotC Rules Team 03/14/97]  This makes it
    possible to keep damage on the same creature, but make it stop being
    "combat damage" because it was redirected (see Rule G.13.8). 
    [Aahz 06/06/97]
  G.13.Ruling.2 - Triggered abilities (see Rule A.8) which redirect damage, 
    are not considered damage redirection abilities even though they follow
    the rules for damage redirection.  They are considered triggered 
    abilities.  Therefore, effects which disallow the use of damage 
    redirection will not stop these triggers from redirecting damage. 
    [Aahz 11/07/97]  For example, Whippoorwill will not stop such damage.
  Note - Also see Damage, Rule G.11.
  Note - Also see Damage Prevention, Rule G.12.
  Note - Also see Damage Prevention Step, Rule T.10.

G.14 - Destroy
  G.14.1 - To "destroy" a permanent (see Rule K.2) is to place it into its 
    owner's graveyard from play.  [Fifth Edition, Page 68]
  G.14.2 - A creature can regenerate (see Rule G.32) if it is destroyed.
  Note - Also see Bury, Rule G.2.
  Note - All cards printed prior to Mirage that say they destroy themselves 
    now have errata to say that they bury themselves.  For example, 
    Dragon Whelp buries itself it pumped up too much. 
    [WotC Rules Team 10/03/96]

G.15 - Discard
  G.15.1 - To "discard" a card is to place it into your graveyard from your 
    hand. [Fifth Edition, Page 68]
  G.15.2 - If you have to discard more than one card in a single effect, all
    the cards are chosen and discarded at one time (unless otherwise noted
    on the card). [Duelist Magazine #18, Page 55]  You decide the order the
    cards get stacked in the graveyard (see Rule Z.3.3).
  G.15.Ruling.1 - You cannot discard a card just because you want to.  You
    can only discard if a game rule or spell or ability tells you to do so.
  G.15.Ruling.2 - A spell or ability may have you put a card from your hand
    into the graveyard.  This is not a discard unless the word "discard" is
    used in the spell or ability. [Fifth Edition, Page 58]
  G.15.Ruling.3 - If you are asked to discard, and it does not specify how
    the card to discard is chosen, then the affected player chooses. 
    [Mirage, Page 54]
  G.15.Ruling.4 - A discard is not forced if it is done as part of a cost, and
    it is forced if it is done as part of an effect. [D'Angelo 06/11/97]
  G.15.Ruling.5 - A discard done as part of an effect is forced even if you
    have the option of doing something to avoid the discard.
    [Duelist Magazine #14, Page 26]
  Note - Some older cards used the word "discard" when talking about cards in
    play.  All such cards have errata to change the word to "destroy" or
    to "sacrifice". [WotC Rules Team 01/29/95]
  Note - See Rule A.8.9 and Rule A.8.10 for how abilities which trigger on
    cards being discarded are handled.

G.16 - Draw
  G.16.1 - When asked to "draw" a card, you take the top card from your
    library (see Rule Z.5) and put it into your hand. [Fifth Edition, Page 68]
  G.16.Ruling.1 - An effect is a draw only if it says so.  Being told to
    take a card from your library and put it in your hand is not a draw.
    [Fifth Edition, Page 58]
  G.16.Ruling.2 - If you are required to draw more than one card due to a
    single action, all the draws happen at once.
    [Duelist Magazine #18, Page 55]
  G.16.Ruling.3 - Replacement abilities (see Rule A.7) which replace a single
    draw may be played on a multiple card draw.  The replacement effect 
    happens prior to drawing the un-replaced cards. [D'Angelo 06/11/97]
  Note - See Rule A.8.9 and A.8.10 for information on how effects that 
    trigger on draws are handled.
  Note - A player loses the game (see Rule G.23) immediately if they have to
    draw a card and their library is empty.  See Rule Z.5.7.

G.17 - Exchange
  G.17.1 - A spell or ability may ask you to exchange control of permanents
    with an opponent.  This means to give them control of the specified
    permanents you control and take control of the specified permanents they
    control. [Mirage, Page 29]
  G.17.2 - The exchange effect fails to do anything if there were permanents
    chosen during announcement, and those permanents are not still available
    for exchange and under the same player's control during resolution.
    [Mirage, Page 29]
  G.17.3 - An exchange with a card in the graveyard puts the card that was 
    in play into its owner's graveyard, regardless of whose graveyard the
    card is taken out of. [WotC Rules Team 03/18/99]  See Goblin Welder.
    And the card goes on top of the gravyard, not into the middle of it.

G.18 - Fast Effect
  G.18.1 - Fast effects are spells and abilities played as Instants, 
    Interrupts, and Mana Sources. [Fifth Edition, Page 22]
  Note - Many people use this term as slang to mean "instant speed spells
    and abilities".
  Note - This term is being eliminated from the game, so you should probably
    avoid using it.

G.19 - Fizzle
  G.19.1 - The term "fizzle" is used to indicate a spell or ability failed to
    resolve because it target is illegal (or not present) on resolution.  A 
    spell or ability which is not targeted cannot fizzle.  
    [Fifth Edition, Page 69]
  G.19.Ruling.1 - A spell or ability may fail to do anything useful for a
    number of reasons.  You should not say that a failed spell "fizzles".
  Note - See Targeting, Rule G.41.4, for more information. 
  Note - Spells which fizzle are still considered "successfully cast" even 
    though they have no effect.  See Rule T.7.2.  [bethmo 05/30/94]

G.20 - Generic Mana
  G.20.1 - The term "generic mana" means "mana of any color or mana which is
    colorless".  For example, a spell which requires 2 generic mana and one
    green mana may be cast using 1 colorless mana, 1 red mana, and one green
    mana. [Fifth Edition, Page 69]
  G.20.2 - Generic mana is depicted on cards using a gray circle with a number
    in it. [Fifth Edition, Page 69]
  G.20.3 - A generic mana X is still considered to be generic even if there is
    a requirement in the card text to only spend a certain color of mana on
    it.  This distinction allows effects which reduce the generic mana cost of
    an ability to reduce the amount needed to pay for X.  For example, if you
    have two Helm of Awakenings in play (each reduces the generic costs of
    spells by 1), you could cast a Fifth Edition Drain Life for just B and
    still do 1 damage. [WotC Rules Team 06/01/97]
    [Duelist Magazine #19, Page 26]
  G.20.Ruling.1 - You can never have generic mana in your mana pool.  Generic
    mana only appears in the cost of spells and abilities.  It indicates a 
    freedom to apply any colored or colorless mana to that cost.
    [D'Angelo 05/28/98]
  G.20.Ruling.2 - A few older cards used the generic mana symbol when they
    talk about mana they generate.  All such cards have errata to say they
    generate colorless mana instead of using that symbol. [D'Angelo 05/28/98]
  Note - Mana people use the term "colorless mana" when talking about mana in
    the gray circle.  This is not accurate.  They should say "generic mana".
  Note - Also see Colorless Mana, Rule G.5.

G.21 - Infinity
  G.21.1 - There is no such thing as "infinity" in Magic. 
    [WotC Rules Team 03/31/98]
  G.21.2 - If a combination occurs which is completely under player control,
    it could potentially be repeated an infinite number of times.  If this 
    happens, the player should demonstrate the cycle a few times, then state 
    how many times they want to do this.  This must be a positive, finite
    integer.  If the opponent does nothing to interfere, then the actions
    occur the stated number of times. [WotC Rules Team 03/31/98]  Any player
    may say that after some smaller number of times they want to stop the
    loop to take some action (which is legal at that time).  This causes the
    additional loops to not happen, but does not stop the player from starting
    the loop again if they can.  [D'Angelo 04/16/98]
  G.21.3 - If a loop occurs for which the players have no control, first 
    demonstrate the cycle a few times.  Then each player picks a number, 
    which must be a finite positive integer.  The active player picks first.
    The loop repeats for a number of times equal to the larger of the numbers
    chosen. [WotC Rules Team 03/31/98]  If a player has a way to legally do 
    something during the loop, they can stop the loop after any smaller number
    of times in order to do their action.  This causes the additional loops to
    not happen, but does not stop the loop from starting again if it can.
    [D'Angelo 04/16/98]
  G.21.4 - For loops not under player control, cards remain where they would 
    be at the end of the loop.  [WotC Rules Team 03/31/98]  These kinds of 
    loops only happen when they consist entirely of triggered and/or scheduled
    abilities, so the loop is considered to start with the first triggered
    or scheduled ability that ends up being part of the loop as demonstrated.
    [D'Angelo 04/16/98]
  G.21.Ruling.1 - The phrase "end of the loop" is used here to mean the same
    as "the state just before the loop would begin again".
  G.21.Ruling.2 - If an Ivory Gargoyle comes into play at end of turn and 
    an AEther Flash is in play, a loop will start.  In this case, the 
    Gargoyle enters play, dies, enters play, dies, ...  The end condition is 
    the end of a loop, which means it ends when the Gargoyle dies so it stays
    in the graveyard. [WotC Rules Team 03/31/98]
  G.21.Ruling.3 - Sacred Ground is in play under one player's control and
    Land Equilibrium is under another player's control.  When a player puts
    a land into play, it triggers a cycle of sacrifice a land, put it back
    into play, sacrifice a land, put it back into play...  The end condition
    is that the land ends up in play. [WotC Rules Team 03/31/98]
  G.21.Ruling.4 - You cannot use the "pick a number" rule (Rule G.21.3) for
    loops which are not really infinite.  If a loop will end, the game will
    run it to completion. [bethmo 11/03/98]
  Note - There is no ruling for loops where a loop consists of player actions, 
    but there is an element of randomness involved, such as coin flipping or 
    deck shuffling.  If a player wants to repeat until a certain condition 
    occurs, the result will be up to the judge at any particular tournament.
    [WotC Rules Team 03/31/98]

G.22 - Life
  G.22.1 - Each player starts the game with 20 life points.
    [Fifth Edition, Page 57]
  G.22.2 - A player may gain life points to have a higher total during the 
    game.  There is no upper limit. [Fifth Edition, Page 57]
  G.22.3 - A player loses the game if they have less than 1 life at the end
    of any phase (see Rule P.3.1) or the beginning or end of an attack (see
    Rule C.3.1 and Rule C.9.2). [Fifth Edition, Page 57]
  G.22.4 - All players are entitled to know each other's life totals at all
    times.
  G.22.5 - A spell or ability may reduce a player to less than zero life by
    means of damage or loss of life. [Fifth Edition, Page 57]
  G.22.6 - If a spell or ability allows you to pay life points to get some 
    effect, you cannot pay more life points than you have.  If you already 
    have zero or less life points, you may not pay for any spell or ability
    which requires a payment or 1 or more life points.
    [Fifth Edition, Page 57]
  G.22.7 - A player at zero or less life is treated as having zero life for
    all reasons other than raising their life total. [Fifth Edition, Page 57]
  G.22.Ruling.1 - Because of Rule G.22.7, if you are instructed to lose a
    fraction of your life points while you are already below zero life, your
    life total does not change. [Fifth Edition, Page 57]
  Note - Also see Loss of Life, Rule G.24.

G.23 - Losing the Game
  G.23.1 - If both players lose the game at the same time or during the 
    resolution of a single part/event of a spell or ability, then they both 
    lose.  It does not matter if one player has a more negative life total. 
    [Fifth Edition, Page 57]
  G.23.2 - Cards in the game may add additional ways for a player to lose
    the game. [Fifth Edition, Page 58]
  G.23.3 - A player may concede the game at any time.  Nothing can be done
    to respond to this.  The game is simply over and they lost.
    [Fifth Edition, Page 58]
  G.23.Ruling.1 - You check for players losing the game, due to any effect
    other than having zero of less life, whenever a Rule Effect (see 
    Rule T.13) would get checked for.  This means it happens only
    after fully resolving a spell or ability (or at an appropriate splitting
    point, see Rule T.7.1).  For example, if Wheel of Fortune is cast and
    neither player has enough cards in their library, they both lose.  It is
    not the first one to draw that loses. [Duelist Magazine #5, Page 123]
    [bethmo 02/07/98]  This most often only applies to draw effects since 
    that is one of the few ways to lose because of an effect.
  G.23.Ruling.2 - If both players want to concede (for some odd reason) and
    they cannot agree on who conceded first, then the duel is a draw.
    [Oracle 07/01/98]
  Note - A player loses the game if their life total is zero or less at the
    end of a phase or the beginning or end of an attack.  See Rule G.22.3.
  Note - A player loses the game immediately if they have to draw a card and
    their library is empty.  See Rule Z.5.7.
  Note - A player loses the game immediately if they have 10 or more Poison
    counters.  See Rule E.11.

G.24 - Loss of Life
  G.24.1 - Loss of life can happen because a spell or ability instructs a 
    player to lose life, or because damage dealt to the player is not
    prevented.
  G.24.2 - There is no way to prevent or redirect the loss of life caused
    directly by spells and abilities.  Only damage can be prevented.
    [Fifth Edition, Page 57]  Many cards say this as reminder text, but it
    is true even if they do not.
  G.24.Ruling.1 - Abilities that trigger on the loss of life also trigger
    when you pay life points for something. [WotC Rules Team 02/06/96]
  Note - Only players have life points.  Creatures do not.

G.25 - Mana Burn
  G.25.1 - If you have any mana in your mana pool at the end of a phase (see
    Rule P.3.1) or at the beginning or end of an attack (see Rule C.3.1 and 
    Rule C.9.2), then you lose 1 life for each point of mana in your mana 
    pool. [Fifth Edition, Page 70]
  G.25.2 - Mana burn is a single action which uses all the mana in your pool. 
    You cannot choose to take some of your mana as mana burn and use the rest
    to power some effect that triggers on loss of life. 
    [D'Angelo 02/03/98]

G.26 - Mana Pool
  G.26.1 - The mana pool is a place where you temporarily store mana between
    getting it and spending it.  When you use a mana source spell or ability,
    it adds mana to your mana pool.  When you announce a spell or ability
    which has a mana cost, you pay mana from your mana pool.
    [Fifth Edition, Page 70]
  G.26.Ruling.1 - You can leave mana in your mana pool between the casting of
    several spells.  The mana pool is only emptied by you spending the mana,
    by Mana Burn (see Rule G.25), or by a spell or ability which instructs
    you to do so.
  G.26.Ruling.2 - You do not cast spells by tapping lands.  You cast spells 
    by tapping lands for mana, and putting this mana into your mana pool.  
    Then you spend the mana from the mana pool.
  Note - Tapping basic lands is the most common way to add mana to your mana
    pool.
  Note - Also see Mana Burn, Rule G.25.

G.27 - Modal Spells and Abilities
  G.27.1 - Some spells and abilities require a choice as to which mode they 
    operate in.  This choice is a casting/playing decision made on 
    announcement. [Duelist Magazine #8, Page 50]  For example, 
    Red Elemental Blast can counter a spell or destroy a permanent.  You
    choose which mode it is in when you announce the spell.
  G.27.2 - Cards worded as "Do A to target X or do B to target Y" or as "Do A
    or do B to target X" are modal.  They require you to choose which of the 
    two options is being used. [Duelist Magazine #8, Page 50] 
  G.27.3 - Cards worded as "Do A to target X, Y, or Z" are not modal.
    [Duelist Magazine #8, Page 50]  For example, Enervate is not modal.
    This means that whether the target is an artifact, creature, or land is
    not chosen when announcing Enervate.
  G.27.4 - If a spell or ability is used to change the target of a modal
    spell or ability, they cannot change the mode.  This may restrict what
    kinds of targets are legal for the new target. [WotC Rules Team 09/22/95]
  G.27.5 - If a spell is modal and has different kinds of targets depending 
    on the mode, you choose the mode before picking targets, and you do not
    pick targets for the unused mode(s). [WotC Rules Team 02/01/98]
  G.27.6 - If the opponent gets to pick the mode, the caster must make all 
    choices before knowing the mode.  This means, the caster may have to pick
    targets which won't actually be targeted upon resolution. 
    [WotC Rules Team 02/01/98]
  G.27.7 - Some spells and abilities are considered modal even though the
    choice is not up to the player.  For example, Gangrenous Zombies has
    two modes: "deal 1 damage" and "deal 2 damage".  The mode is locked in
    on announcement and is not changed later even if the lands you control
    changes. [WotC Rules Team 09/22/95]
  G.27.8 - Newer modal spells and abilities use the format "Choose One - A;
    or B; or C."  [D'Angelo 02/13/99]
  G.27.Ruling.1 - It can sometimes be difficult to determine if a spell or
    ability is modal.  In general, if it does more than one kind of effect
    then it is probably modal.

G.28 - On Its Way to the Graveyard
  G.28.Ruling.1 - This term is no longer in use.  There is no such thing as 
    a card "on its way to the graveyard".

G.29 - Owner
  G.29.1 - The owner of a card is the one who started the game with that card
    in their library (see Rule Z.5). [Fifth Edition, Page 71]  Note that the 
    game does not care who has property ownership of the cards, just who 
    started the game with them.
  G.29.2 - The owner of a token creature (see Rule K.25) is the controller of
    the spell or ability that put the token into play. 
    [Fifth Edition, Page 32]
  G.29.3 - Ownership of a card changes only when a card specifically states
    that it does.
  Note - Cards which go to the graveyard, a player's hand, or a player's
    library always go to their owner's location, regardless of who currently
    controls the card.  See Rule Z.1.5.

G.30 - Phasing Out and In
  G.30.1 - When a permanent "phases out", it goes to the Phased Out zone (see
    Rule Z.8).  Phased out permanents are not in play and cannot be affected 
    by any spell or ability which does not explicitly say it affects phased 
    out cards. [Mirage, Page 1]
  G.30.2 - When a permanent "phases out", all abilities will trigger which 
    would trigger on that permanent leaving play. [D'Angelo 07/03/97]
  G.30.3 - When a permanent "phases out", all local enchantments on it are 
    also phased out with it. [Mirage, Page 1]
  G.30.4 - When a permanent "phases out", it keeps any counters or permanent
    effects on it.  All temporary effects (ones that only last until some
    time or some condition is met, such as a "until end of turn" or "as long
    as <something> is tapped", and ones that are to happen at some time
    in the future, such as "at end of turn") are cancelled and never happen.
    Also, all damage is removed from the permanent. [Mirage, Page 1]
  G.30.5 - A permanent which is "phased out" will automatically "phase in"
    at the beginning of your next untap phase (see Rule P.5). [Mirage, Page 1]
    They do not have to have Phasing ability (see Rule A.23) to phase in.
  G.30.6 - Any permanents phasing out at the beginning of the untap phase
    because they have the Phasing (see Rule A.23) ability will phase out at
    the exact same time that "phased out" permanents will be phasing in.
    There is no time when both sets of permanents are in play.
    [bethmo 09/19/96]
  G.30.7 - Permanents "phase in" in the same tap/untap state they were when 
    they phased out. [Mirage, Page 2]
  G.30.8 - Permanents "phase in" without summoning sickness. [Mirage, Page 2]
  G.30.9 - Any abilities which would trigger when the permanent "comes into
    play" will _NOT_ trigger when it "phases in". [Mirage, Page 2]  This is a
    special and important rule about Phasing that may not seem like common 
    sense.  It is nonetheless a rule.
  G.30.10 - Any effects which modify how a permanent "comes into play", such
    as Kismet, will _NOT_ affect a card "phasing in".
    [Duelist Magazine #18, Page 28]
  G.30.11 - Rule Effects (see Rule T.13) are applied when a card "phases in".
    So if a Legend phases in to find another already there, it will bury 
    itself (see Rule K.19.1).  And if a permanent phases in with zero 
    toughness it will be buried due to "lethal damage" (see Rule K.12.4). 
    [Aahz 08/18/97]
  G.30.12 - If a permanent "phased out" under your control, but it was only
    under your control due to a temporary effect (see Rule G.30.4), then it
    will phase in at the start of your next untap phase, but it will phase
    in under it actual controller's control. [bethmo 10/03/96]
  G.30.13 - Permanents remember their history when they phase in.  For 
    example, a The Fallen remembers who it has damaged, and a Safe Haven
    will not forget which creatures it has set aside.
    [Duelist Magazine #16, Page 24]
  G.30.14 - Enchantments on a permanent "phase in" when the permanent phases
    in, but if the permanent never phases in, the enchantments do not return 
    either.  For example, a token creature with enchantments on it that phases
    out will leave the game and will never phase in, so its enchantments stay
    out of play. [WotC Rules Team 12/03/96]
  G.30.Ruling.1 - A token creature that "phases out" is removed from the game.
    See Rule K.25.6.
  G.30.Ruling.2 - Cumulative upkeep (see Rule A.14) is not reset or increased
    while the permanent is phased out. [D'Angelo 10/15/96]
  G.30.Ruling.3 - When a permanent "phases in", its effects are considered to
    be the newest ones for the order in which to apply effects. 
    [Aahz 11/08/96]
  Note - Also see the Phasing ability, Rule A.23.
  Note - If more than one card phases in at a single time, you may need to
    determine the order in which their effects enter play.  See Rule G.36.3.

G.31 - Put Into Play
  G.31.1 - A spell or ability may instruct you to put a card into play.  This
    is not considered to be "playing" or "casting" that card for any reason.
    You do not pay any costs which are paid when playing the card.
    [D'Angelo 02/03/98]
  G.31.2 - When putting a card into play, any X on the card is zero.
    [D'Angelo 12/29/97]
  G.31.3 - When putting a card into play which has undefined characteristics,
    you must do what is required to define them.  For example, a Clone
    requires a target creature to copy, and Minion of the Wastes requires
    a payment of life.  You take these defining actions during the resolution
    of the spell or ability which is putting the card into play.  This kind
    of action is usually denoted on the card by the text "When you 
    play <this card>, do <something>", where the something is an action to
    define a characteristic.  [WotC Rules Team 02/01/98]
  G.31.4 - If a card requires a target when played, and that card is put into
    play without playing it, then you must choose a target at the time it is
    put into play. [Aahz 02/16/97]  If there is no legal target, then the
    card stays where it is and does not get put into play. [bethmo 05/02/98]
    For example, Clone requires a choice of a target creature just before
    it enters play.  And if there is no creature to target it cannot come
    into play.

G.32 - Regeneration
  G.32.1 - Regeneration is a means of preventing a creature from going to
    the graveyard due to "lethal damage" (see Rule K.12.4) or due to being 
    destroyed (see Rule G.14). [Fifth Edition, Page 19]
  G.32.2 - Regeneration is a replacement ability (see Rule A.7), and is
    therefore played just prior to the resolution of a destroy effect, or
    just after "lethal damage" is dealt to a creature.  Once a creature
    actually does go to the graveyard, regeneration cannot be used.
  G.32.3 - When a creature regenerates, all damage on it is removed, and
    the creature becomes tapped if it was not already tapped.
    [Fifth Edition, Page 20]
  G.32.4 - You may not attempt to regenerate a creature which has been 
    buried (see Rule G.2) or sacrificed (see Rule G.35).
    [WotC Rules Team 12/03/96]
  G.32.Ruling.1 - Since tapping the creature is a side-effect of regeneration
    and not a cost (see Rule G.32.3), you can regenerate a tapped creature.
  G.32.Ruling.2 - Since regeneration actually prevents the creature from
    going to the graveyard, it keeps all of its local enchantments and any
    effects that are on it.  The creature will also fail to trigger any
    abilities that trigger on a creature going to the graveyard.
    [Fifth Edition, Page 20]
  G.32.Ruling.3 - You may attempt to regenerate a creature which "cannot
    regenerate" due to an effect such as Bone Shaman.  The attempt fails
    and none of the effects of regeneration happen.
    [WotC Rules Team 12/18/97]
  G.32.Ruling.4 - Since it is a replacement ability (see Rule G.32.2 and
    Rule G.32.3), Regeneration spells and abilities can only be played when 
    there is an actual creature death to be affected.  They cannot be played
    if no creature is dying. [WotC Rules Team 10/06/97]
  G.32.Ruling.5 - Regeneration does not replace any other parts of the 
    effect.  It just replaces the one part of the effect which was destroying
    the creature that is being regenerated. [WotC Rules Team 10/06/97]
  G.32.Ruling.6 - If a single effect somehow would destroy the same creature 
    twice, then one use of regeneration only stops one of the two destructions
    and a second use of regeneration would have to be done if you wanted to 
    save the creature. [WotC Rules Team 10/06/97]  You choose which of the 
    destructions when the regeneration ability is played. [Aahz 09/18/97]
  G.32.Ruling.7 - If more than one creature is being destroyed by a single 
    effect, regenerating one of them removes it from the current destruction 
    but does not remove any of the others.  This is true even if the act of
    regenerating one causes another one to have its toughness raised so it
    would not have died.  In other words, once a creature is dying, it can
    only be saved by actually regenerating that particular creature.
    [WotC Rules Team 06/01/97]
  G.32.Ruling.8 - If by some chance a regeneration resolves when the creature
    is not dying, the spell "fails" but does not fizzle.  For example, if your
    Debt of Loyalty on your opponent's creature is Forked to point at 
    the same creature, the Forked one regenerates it and causes the control 
    effect, then your spell resolves and fails to regenerate, but it still 
    gives you control of the creature. [bethmo 06/20/97]
  G.32.Ruling.9 - A regeneration spell or ability can be redirected to target
    a creature which is not dying.  Deflection for example could redirect 
    Death Ward to a creature which is not dying. [Aahz 09/09/97]
  G.32.Ruling.10 - If a regeneration ability is countered, you cannot use that
    same ability again for that creature's death, but you can use other 
    regeneration spells or abilities.  See Rule T.9.3.  For example, if a 
    Clay Statue's built-in regeneration is Rusted, you cannot use its 
    built in ability again, but you can use Death Ward. [Aahz 07/03/97]
  Note - When a creature regenerates during combat, it is removed from the
    combat.  See Rule C.1.6.

G.33 - Remove from the Game
  G.33.1 - A card or token which is "removed from the game" is put into the
    Out of Game zone (see Rule Z.7).
  G.33.Ruling.1 - You cannot regenerate (see Rule G.32) a creature which is
    removed from the game.
  Note - Local enchantments on the permanent are put into the graveyard.  
    See Rule K.14.4.

G.34 - Rounding
  G.34.1 - If the result of a division is even (meaning it has no fractional
    part), then rounding up or down does not change the number.
  G.34.2 - To "round down" means to drop the fractional part after dividing.
    For example, 9 divided by 2 is 4.5.  Rounding down gives you 4.
  G.34.3 - To "round up" means that if the result of the division has a
    fractional part, choose the next higher number.  For example, 9 divided 
    by 2 is 4.5.  Rounding up gives you 5.

G.35 - Sacrifice
  G.35.1 - A sacrifice means to put a permanent from play into its owner's
    graveyard. [Fifth Edition, Page 72]
  G.35.2 - Sacrifices cannot be prevented by any means. 
    [Fifth Edition, Page 33]
  G.35.3 - You can only sacrifice a permanent you control.
    [Fifth Edition, Page 33]
  G.35.4 - You choose what to sacrifice at the time you sacrifice it.
    Sacrifices are usually done as a cost during the announcing of
    a spell or ability.  If the sacrifice instead happens during resolution,
    you choose the thing to sacrifice at that time. [WotC Rules Team 10/06/97]
    If a spell has you choose what not to sacrifice, such as with 
    Cataclysm, you also make that choice at the time you would do the
    sacrifices. [WotC Rules Team 08/01/98]
  G.35.5 - Sacrifices are never targeted. [bethmo 10/03/96]  So Protection
    from Color (see Rule A.24) will not protect a creature from being
    sacrificed.
  G.35.Ruling.1 - Sacrificing is not done at any particular speed.  To 
    determine if it is legal to sacrifice something at a given time, it is
    legal only if the spell or ability which requires the sacrifice is legal
    at that time. [D'Angelo 02/03/98]  For example, the Altar of Dementia
    has an ability that is played as an instant.  So it is legal to sacrifice
    a creature to it when instants are legal.  Since instants like this are
    not legal during the Damage Prevention Step, you cannot use this ability 
    at that time.
  G.35.Ruling.2 - Sacrificing as a cost works just like spending mana.  You
    cannot spend the same permanent to satisfy two spells or abilities that
    require sacrifices, just like you cannot spend a single mana point to 
    cast two spells. [D'Angelo 02/03/98]
  G.35.Ruling.3 - You cannot sacrifice something unless a spell or ability
    instructs you to do so.  In other words, you cannot just remove something
    from play because you want to. [D'Angelo 11/14/97]
  G.35.Ruling.4 - When a sacrifice is done as a cost (see Rule G.7.2), then it
    is in the graveyard before interrupts can be used (see Rule T.5).  This 
    means that if the spell or ability is countered, you do not get the 
    sacrificed permanent back. [Mirage, Page 26]
  G.35.Ruling.5 - A permanent can sacrifice itself to one of its own 
    abilities, unless otherwise prevented by the card text or some effect.
    [Duelist Magazine #5, Page 123]
  G.35.Ruling.6 - You can sacrifice something that is tapped or that has
    summoning sickness (see Rule G.39) since it just entered play. 
    [D'Angelo 07/05/98]
  G.35.Ruling.7 - If the cost of some ability requires you to sacrifice 
    something you don't control, then you cannot pay the cost.  See 
    Rule G.35.3.  For example, if Betrothed of Fire is on a creature you
    do not control, then you cannot play that ability.
    [WotC Rules Team 10/06/97]
  Note - You may not even attempt to regenerate a sacrificed creature.
    See Rule G.32.4.
  Note - Some older cards had you sacrifice a card in your hand.  All such 
    cards have errata changing these sacrifices into discards. 
    [WotC Rules Team 05/10/95]
  Note - Many older cards which used "choose one of your artifacts and put
    it in the graveyard" or cards which destroyed themselves have errata
    to instead act as sacrifices.  See individual card rulings for details.

G.36 - Simultaneous
  G.36.1 - Occasionally, the game has something occur simultaneously.  This
    means it is an "indivisible and unordered action".
  G.36.2 - If something is to be done simultaneously with something else and
    both things have decisions to be made, all decisions are made before you
    do anything.  Then you do all the simultaneous actions.  For example,
    untapping cards during untap is simultaneous, but you might have to 
    decide what to untap.  If so, you decide before you untap anything.
    [D'Angelo 08/01/96]
  G.36.3 - If more than one permanent enters play simultaneously, then the
    order in which the effects of those cards enter play needs to be
    determined.  This most commonly occurs when cards "phase in" (see 
    Rule G.30.5).  The ordering follows these rules:  a) The active player 
    decides the ordering among all cards which are not local enchantments.  
    b) If cards have local enchantments on them, the effects of local 
    enchantments on a card enter play after that card's effects, but prior 
    to any other card's effects.  c) If there are multiple local enchantments
    on a card, then the effects of those local enchantments enter play in the 
    order in which those enchantments originally entered play.
    [Aahz 12/04/96]  For example, a Sandbar Crocodile is phased out with 
    Flight and Earthbind on it (cast in that order).  Feedback is on
    the Flight.  When it phases in, the Crocodile's effects are considered to 
    enter play first, then Flight's effect, then Feedback's effect (since it 
    is on the Flight), then Earthbind's effect.
  Note - See Rule Z.3.3 for information on simultaneous placement in the
    graveyard.
  Note - See Rule Z.5.5 for information on simultaneous placement in the
    library.

G.37 - Skipping a Draw:
  G.37.1 - A spell or ability which has you skip a draw is a replacement
    ability (see Rule A.7).  It can only be played at the time a draw is
    about to be made. [D'Angelo 02/03/98]

G.38 - Skipping a Phase
  G.38.1 - If a spell or ability has you skip a phase as a cost, then the
    spell or ability can only be spent on that turn, prior to the phase
    starting.  And that phase can only be "spent" once. [Mirage, Page 58]
  G.38.2 - If a spell or ability has you skip a phase as an one-shot effect,
    then multiple phase skips can accumulate.  This is usually a result of
    an instant or sorcery spell or ability.  The phase skipping is done as
    an automatic phase skipping. [D'Angelo 03/03/98]
  G.38.3 - If a spell or ability has you skip a phase as a continuous effect,
    then the phase is skipped right as you would be about to start it.
    This is called automatic phase skipping. [Duelist Magazine, Page 26]  
    For example, Necropotence has you skip your draw phase as a continuous
    effect. [Mirage, Page 58]
  G.38.4 - If there is more than one effect requiring you to skip a phase,
    you choose which one actually causes the phase to be skipped.  For 
    example, if you have accumulated some draw phase skips from 
    Ivory Gargoyle (see Rule G.38.2), you can choose to have its effect
    skip the phase even though you have Necropotence in play.
    [Duelist Magazine #13, Page 26]
  G.38.Ruling.1 - If a phase is skipped, nothing that would happen in that
    phase happens.  For example, if you skip your draw phase you do not get
    to draw a card.  And if you skip your discard phase you do not have to
    discard down to 7 cards. [D'Angelo 02/03/98]
  G.38.Ruling.2 - Because automatic phase skipping (see Rule G.38.3) happens
    right as the phase starts, you can spend that phase as a cost (see
    Rule G.38.1) prior to the automatic phase skipping effect getting a
    chance at it. [Mirage, Page 58]
  G.38.Ruling.3 - If an effect says to skip your next Xxxx phase, it means
    the next one you are about to start.  It does not look into the future
    and pick a specific one. [D'Angelo 11/08/96]
  G.38.Ruling.4 - If an effect has you skip a phase, but you have already
    started that phase, it does not affect the current phase.
    [WotC Rules Team 10/18/95]

G.39 - Summoning Sickness
  G.39.1 - All permanents have "summoning sickness" from the time they enter 
    play (or otherwise come under your control), until they start your turn
    in play under your control. [Fifth Edition, Page 28]
  G.39.2 - Creatures with "summoning sickness" cannot attack, and they cannot
    use any of their own abilities which have a tap symbol in the activation
    cost.  Non-creatures are unaffected by summoning sickness. 
    [Fifth Edition, Page 28]
  G.39.3 - It does not matter if the permanent was a creature at the start
    of your most recent turn.  You just had to control the permanent at that
    time. [Mirage, Page 14]  So if you animate a land or artifact (see
    Rule K.5) that you controlled at the start of the turn, then it is not
    subject to the effects of summoning sickness.
  G.39.Ruling.1 - Summoning sickness applies to all ways of getting a
    creature under your control.  For example, casting them, putting them 
    into play directly using Animate Dead or a similar effect, or by 
    taking control from another player using Control Magic.
    [D'Angelo 02/03/98]
  G.39.Ruling.2 - If a permanent starts your turn in play under your control, 
    leaves your control, and then returns in the same turn, then it will
    have summoning sickness. [Mirage, Page 28]
  G.39.Ruling.3 - Creatures with summoning sickness can be tapped by spells
    or by abilities of other permanents.  For example, Veteran's Voice
    and Icy Manipulator can be used to tap a creature which has summoning
    sickness. [D'Angelo 12/18/96]
  G.39.Ruling.4 - If a non-creature is tapped for an ability on the turn it
    enters play, and then it is animated at some time before the ability 
    resolves, the effect will not fail or fizzle. [D'Angelo 06/07/95]

G.40 - Tapping a Permanent
  G.40.1 - To "tap" a permanent means to rotate it 90 degrees to show that
    it has been used.  Permanents normally untap during the untap phase (see
    Rule P.5). [Fifth Edition, Page 73]
  G.40.2 - You cannot tap an already tapped permanent as a cost.  Costs (see
    Rule G.7) must be successfully paid. [D'Angelo 12/23/96]
  G.40.3 - You can tap an already tapped permanent as part of the effect of a
    spell or ability.  This has no effect on the permanent.
    [Duelist Magazine #5, Page 23]
  G.40.Ruling.1 - Tapping a permanent with an effect will never accidentally
    pay the cost of an ability.  For example, tapping a land with Twiddle
    will not put a point of mana into a player's pool, and tapping a 
    Prodigal Sorcerer with Twiddle will not make the player have to deal
    a point of damage to something. [D'Angelo 02/03/98]

G.41 - Targeting--Announcing and Resolving
  G.41.1 - You may not announce a targeted spell or ability unless you can
    choose a legal target. [Fifth Edition, Page 16]
  G.41.2 - If a spell or ability has you (or other players) pick multiple 
    targets, the same target may not be picked more than once.  There is an 
    implied "multiple different targets". [Fifth Edition, Page 37]
  G.41.3 - If a spell or ability's resolution has you pick target(s) for an 
    additional effect, you may choose the same target(s) that the original 
    effect chose. [Mirage, Page 58]
  G.41.4 - In addition to having a legal target when announced, a spell or
    ability checks its target to see if it is legal before it resolves.
    If its target is not legal, then the spell or ability fizzles (see 
    Rule T.7.2 and Rule G.19) with respect to that target and does nothing.
    [Fifth Edition, Page 37]
  G.41.5 - If a spell or ability has multiple targets and one or more of the 
    targets become illegal prior to resolution, then the spell or ability 
    still resolves with respect to its legal targets. 
    [Fifth Edition, Page 37]  For example, a Fireball is cast targeting 
    three creatures with 2 damage each.  If one creature is Unsummoned, 
    then that target fizzles (see Rule G.19), but the other two creatures 
    still take 2 damage each.
  G.41.6 - If all of the targets are illegal upon resolution, then any 
    untargeted portion of the spell or ability is also skipped.
    [Fifth Edition, Page 37]  For example, Crumble targets an artifact to
    be buried and has an untargeted gaining of life.  If the target becomes
    invalid and the spell fizzles, then no life will be given.
  G.41.7 - If a spell or ability targets something only as part of the cost,
    then the target does not need to be legal upon resolution.  For example,
    if a card says "Tap target creature: <effect>", then the target is only
    checked on announcing. [Duelist Magazine #13, Page 26]
  G.41.8 - Some permanents have a target selected when they are cast which
    cannot be changed afterwards.  If this target becomes illegal, the
    permanent stays in play (unless it is a local enchantment) in case the
    target becomes legal again.  For example, Black Vise, and Kismet 
    target a player when cast. [Mirage, Page 35]  A targeted permanent can
    be identified by the use of the word "target" in the first clause of
    an unactivated ability, which is usually the timing part of the ability.
    For example, "At end of target opponent's upkpeep, do <something>" or
    "As long as target opponent controls any <something>, ...".
    [WotC Rules Team 07/01/98]
  G.41.9 - If a spell or ability allows you to change the target of another
    spell or ability, the new target must be a legal choice.
    [WotC Rules Team 03/01/98]
  G.41.Ruling.1 - There are many ways to make a target illegal before 
    resolution.  The most common way is for the target to be destroyed, 
    sent a player's hand, or otherwise removed from play prior to resolution.
    Other requirements on the targeting may be invalidated due to adding 
    Protection (see Rule A.24) to a target creature, or through the use of 
    interrupts to change the color or wording of the spell or target.
  G.41.Ruling.2 - You may not announce a targeted spell declaring an illegal 
    target with the intent to use an interrupt afterward to somehow make the
    target legal. [Fifth Edition, Page 37]
  G.41.Ruling.3 - Spells can be modified between being announced and being 
    successfully cast.  This is done by interrupts such as Magical Hack,
    and may result in making the original target choice illegal so the spell
    will fizzle.
  G.41.Ruling.4 - Modifying the source of an ability after it is announced
    will not change the effects of that ability, so changing the source will
    not cause the effect to fizzle.  See Rule K.4.4.
  Note - Some spells are modal in their targeting.  See Rule G.27.
  Note - See the announcing (see Rule T.4) and resolution (see Rule T.7)
    steps of the spell life cycle for more information.

G.42 - Targeting--Is Something Targeted
  G.42.1 - A spell or ability is targeted if (and only if) it uses the word
    "target" in its card text. [Fifth Edition, Page 16]  When in doubt, read
    the card.
  G.42.2 - There is one exception to Rule G.42.1.  Local enchantments target
    the permanent they are being placed on at the time they are played even
    though they do not use the word "target". [D'Angelo 02/03/98]
  G.42.Ruling.1 - Abilities which trigger on the assignment of blockers are 
    not targeted unless they explicitly say they are. 
    [WotC Rules Team 02/07/94] For example, Protection from Green (see 
    Rule A.24) will not prevent a creature from being destroyed by the 
    Thicket Basilisk's ability.
  G.42.Ruling.2 - Abilities which trigger on damage being dealt in combat are
    not targeted unless they explicitly say they are. 
    [WotC Rules Team 02/07/94]
  G.42.Ruling.3 - Local enchantments on a permanent target the permanent (as
    a spell) when cast and continue to target it (as a permanent) while in 
    play.  The abilities of enchantments generally do not target the card 
    they are on, however.  For example, Firebreathing's effect 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]  See Rule K.14.4
    and Rule K.14.5.
  G.42.Ruling.4 - Damage prevention and redirection spells and abilities are
    usually not targeted at anything, but they may target something if they 
    explicitly say so. [WotC Rules Team 07/03/97]
  G.42.Ruling.5 - Spells and abilities which affect a card in the graveyard
    are usually targeted. [Duelist Magazine #5, Page 123]
  G.42.Ruling.6 - Spells and abilities which affect "all" of something are not
    targeted and can be played even if there are none of the somethings 
    available.  For example, you can use Flashfires even if there are no 
    Plains in play.  This is because the spell does not require a target 
    to act upon.  It just does something.
  Note - Some older cards are not properly worded to include the word 
    "target" where they should.  Check the card rulings for possible errata
    or newer card text.

G.43 - Targeting--Valid Targets
  G.43.Ruling.1 - You may target a spell/ability which removes an ability at
    a permanent without that ability.  It just does nothing.
    [Duelist Magazine #5, Page 23]
  G.43.Ruling.2 - You may target a tapping spell or ability at a tapped card
    or an untapping spell or ability at an untapped card unless the card says
    it targets a tapped or untapped permanent. [Duelist Magazine #5, Page 22]
    See Rule G.40.3 and Rule G.45.3.
  G.43.Ruling.3 - Spells that target "attacking" or "defending" creatures may
    only be used during an attack and only if there is an appropriate 
    creature to target. [bethmo 1994]
  G.43.Ruling.4 - You cannot target a spell which will become a permanent 
    with a spell or ability that targets a permanent until the permanent 
    resolves.  Prior to it resolving, it is just a spell. [bethmo 1994]
  G.43.Ruling.5 - Valid targets only include things in play unless the spell
    or ability specifically says otherwise. [D'Angelo 02/22/99]  For example,
    Unsummon can only work on a creature in play, while Raise Dead
    only works on a creature card in the graveyard.

G.44 - Unblocked
  G.44.1 - A creature is considered "unblocked" only during an attack and 
    only after blockers are declared. [D'Angelo 08/18/97]

G.45 - Untapping a Permanent
  G.45.1 - To "untap" a permanent means to straighten a card's orientation to
    show that it is now ready to be used.  Permanents normally untap during 
    the untap phase (see Phase P.5). [Fifth Edition, Page 73]
  G.45.2 - You cannot untap an already untapped permanent as a cost.  Costs 
    must be successfully paid. [D'Angelo 12/23/96]
  G.45.3 - You can untap an already untapped permanent as part of the effect
    of a spell or ability.  This has no effect on the permanent.
    [Duelist Magazine #5, Page 23]
  G.45.Ruling.1 - Untapping a permanent with an effect will never counter or
    otherwise cancel any already announced ability of that permanent.  It
    merely makes the card available for them to use it again.  
    [bethmo 1994]
  Note - A card with an untap cost (see Rule A.10) can be untapped by an
    effect such as Twiddle without paying the untap cost.  See 
    Rule A.10.Ruling.1.


K - Card and Permanent Types and Information
------------------------------------------------------------------------------

K.1 - Card Types
  K.1.1 - A card's type is listed on the center of the card.  The following 
    are legal card types: Land, Summon, Artifact, Artifact Creature, 
    Enchantment, Sorcery, Instant, Interrupt, and Mana Source.
  K.1.Ruling.1 - Summon cards also list a creature type.  See Rule K.13 for 
    more information.
  K.1.Ruling.2 - Enchantment cards may also list additional information.  See 
    Rule K.14 for more information.

K.2 - Permanents
  K.2.1 - A permanent is a card or token which is "in play" (see Rule Z.10).
    [Fifth Edition, Page 14]
  K.2.2 - A given permanent may be one (or more than one) of the following
    types: Land, Creature, Artifact, and Enchantment.
    [Fifth Edition, Page 14]
  K.2.3 - Spells which are to become permanents are put into play at the end
    of the resolution of that spell.  See Rule T.7.1.
  K.2.4 - Once in play, a permanent stays in play until something specifically
    removes it. [Fifth Edition, Page 14]  You cannot get rid of a permanent 
    just because you want to. [Fifth Edition, Page 14]
  K.2.5 - If a spell or ability changes a permanent's type, it replaces all
    previous and current types.  The spell or ability may list types which
    remain.  For example, Stalking Stones says that it remains a land when
    it changes into a creature. [WotC Rules Team 10/18/98]
  K.2.6 - If a spell or ability changes a permanent's type, none of the
    abilities of the permanent are changed unless the effect says they do.
    [WotC Rules Team 03/18/99]  In addition, if the card was a land, all
    mana producing abilities are still played as a mana source even if the
    card did not say so explicitly. [WotC Rules Team 03/18/99]  Note that
    this rule does not apply to changing one land type to another type. 
    See Rule K.18.3. [D'Angelo 03/19/99]
  K.2.Ruling.1 - When in play, a permanent is no longer considered to be a
    spell, so it cannot be affected by things which target spells.  For 
    example, a counterspell cannot be used on a creature in play.
    [D'Angelo 02/03/98]
  K.2.Ruling.2 - You do not need to keep paying the cost of a permanent which
    is in play (unless a card tells you otherwise). [Fifth Edition, Page 14]
  K.2.Ruling.3 - Changing a permanent's subtype, such as its land type, does
    not erase its other types as per Rule K.2.5. [bethmo 02/24/99]
  Note - The abilities of permanents are played as Instants unless otherwise
    stated on the card. [Fifth Edition, Page 14]  See Rule A.2.3.

K.3 - Spells
  K.3.1 - A spell is a non-land card being played from your hand.
    [Fifth Edition, Page 72]
  K.3.2 - A spell only can only affect permanents in play and players unless
    otherwise stated on the card.
  Note - Using the ability (see Rule A.1) of a permanent is not considered to 
    be a spell.

K.4 - Characteristics
  K.4.1 - Every card and token has characteristics which define it.  The
    following count as characteristics: name, color, casting cost, card type,
    type of permanent, type of spell or ability, creature type, expansion 
    symbol, abilities, flavor text, power, and toughness.
    [WotC Rules Team 10/06/97]  
  K.4.2 - All rules, but not cards, which check characteristics will also
    know the permanent's controller, and (if it is a local enchantment) what
    the permanent enchants. [WotC Rules Team 10/06/97]
  K.4.3 - The characteristics of a spell start out with the characteristics 
    of the card.  They are then tracked through the spell's life cycle.  
    Changing the spell (with a Sleight of Mind or Chaoslace or similar
    effect) can change the spell's characteristics.  If the spell becomes a 
    permanent, however, it enters play with its base characteristics and with
    an effect on it, just as if Sleight of Mind (or whatever) were cast after
    it came into play.  [bethmo 05/22/98]
  K.4.4 - The characteristics of an ability start out with the characteristics 
    of the permanent that generated the ability, or if it is an ability of
    a card not in play, then it starts with the characteristics of the card.
    This is locked in when the ability is announced.  The characteristics are
    then tracked through the ability's life cycle separately from the source 
    of the ability.  Changing the source of the ability (with a 
    Sleight of Mind or similar effect) or even destroying the source of the
    ability will not change the ability. [Mirage, Page 26]  Note that few
    abilities refer to their own characteristics.  They usually refer to the
    characteristics of their source, which pulls Rule K.4.5 and Rule K.4.6
    into effect. [D'Angelo 04/11/99]
  K.4.5 - If a spell or ability is to check the characteristics of something
    during its resolution, then the characteristics are looked up on an 
    as-needed basis.  They do not get "locked in" at any particular point in
    time. [bethmo 10/23/98]
  K.4.6 - If a spell or ability is to check the characteristics of something
    and that something is no longer in play at the start of resolution, use 
    the last value that something had before it left play. 
    [WotC Rules Team 10/18/98]
  K.4.Ruling.1 - Abilities gained by any means count as part of the 
    characteristics.  For example, the text added by Zombie Master, the 
    Mountainwalk and +1/+1 granted by Goblin King. 
    [WotC Rules Team 10/06/97]
  K.4.Ruling.2 - Characteristics do not include the abilities of enchantments
    that are on a permanent.  For example, the "cannot be targeted" ability of 
    Favorable Destiny is not granted to the creature. [Aahz 08/04/97]
  K.4.Ruling.3 - If a spell or ability targets itself or its source and needs
    to check the characteristics during resolution, it will check during 
    resolution just like it would if targeting something other than itself.
    [WotC Rules Team 07/03/97]
  K.4.Ruling.4 - If the ability of a permanent says "<cardname> 
    does <something>", then the effect is considered to come from the 
    permanent, so if you need to check characteristics, such as color, then
    check the permanent on resolution.  This means that changes to the
    permanent can possibly affect the result.  See Rule K.4.5.  
    [bethmo 11/03/98]
  K.4.Ruling.5 - If the ability of a permanent says "Do <something>", then 
    the ability is doing the effect, not the permanent.  In this case, you
    use the characteristics of the ability, which by Rule K.4.4 are the same
    as what the permanent had when the ability was announced.
    [bethmo 11/03/98]
  Note - Triggered abilities lock in characteristics in slightly different
    ways.  See Rule A.8.7.

K.5 - Animating Artifacts and Lands
  K.5.1 - The term "animating" means to turn a card into a creature in 
    addition to its current type.
  K.5.2 - Once animated, the land or artifact is now a creature in all
    regards and is subject to all the rules for creatures, such as
    summoning sickness (see Rule G.39).
  K.5.3 - When a land or artifact is animated, it is not given a color.
    It stays the color it is, which is usually colorless. [Peterson 10/14/94]
  K.5.4 - When a land or artifact is animated, it does not get a creature
    type unless the spell or ability that animates it says it does.  For
    example, the Forests animated by Living Lands have no creature type.
    [WotC Rules Team 06/01/97] [Duelist Magazine #19, Page 31]
  K.5.5 - When a land or artifact is animated, it does not change its casting
    cost.  Lands have a casting cost of zero.  Artifacts maintain their
    casting cost. [bethmo 1994]
  K.5.6 - When a land or artifact is animated, the power/toughness specified
    in the ability are considered as its base power/toughness just as if 
    those numbers were written on the bottom-right corner of the card.
    [WotC Rules Team 02/01/98]  This means that counters and effects on
    power/toughness are applied after this base value.
  K.5.7 - If an effect re-animates an already animated land or artifact, the 
    effects changes the base power/toughness of the creature and not the 
    current power/toughness of the creature.  This is true because all such
    cards now have errata to use the word "base". [WotC Rules Team 02/01/98]  
    Thus, a Mishra's Factory with a -1/-1 counter cannot override the 
    counter no matter how many times it is used.
  K.5.8 - If an effect re-animates an already animated land or artifact and
    the effect changes the abilities of the creature, the abilities listed
    become the base abilities of the creature. This is true because all such
    cards now have errata to use the word "base". [WotC Rules Team 03/01/98]
    For example, if the animating effect says the creature becomes a "1/1
    creature with Flying", Flying is considered a base ability.
  K.5.9 - When a land or artifact de-animates, any counters, effects, and
    damage on it remain on it until they would normally be removed (if ever).
    If the counters or effects make no sense when applied to a non-creature,
    then they do not do anything.  But if the land or artifact returns to
    being a creature, they may take effect again. [WotC Rules Team 09/22/95]
    For example, a +1/+1 counter from Dwarven Weaponsmith would remain, the
    effect of Giant Growth will wear off at end of turn, and damage will be
    removed at end of turn.
  K.5.Ruling.1 - Animating a land or artifact does not count as a "creature 
    coming into play".  It was already in play.  It's just becoming a 
    creature.  [bethmo 06/30/97]
  K.5.Ruling.2 - Since the animated cards are both creatures and some other
    type, they can be affected by spells which affect either type.  For
    example, an animated land can be killed by Stone Rain or Terror.
    [D'Angelo 06/05/98]
  K.5.Ruling.3 - It does not matter if the land or artifact was a creature at
    the start of your most recent turn.  You just had to control the permanent
    at that time. [Mirage, Page 14]  So if you animate a land or artifact
    that you controlled at the start of the turn, then it is not subject to 
    the effects of summoning sickness.  See Rule G.39.3.
  K.5.Ruling.4 - When a land or artifact de-animates, any enchant creatures on
    it are immediately buried.  See Rule K.14.4.

K.6 - Artifact
  K.6.1 - Artifact spells are considered "permanent spells" because they are 
    put into play when they resolve and stay in play as permanents until a 
    rule, spell, or ability removes them from play.
  K.6.2 - Cards of type Artifact and Artifact Creature are considered
    artifacts while in or out of play.  
  K.6.3 - A permanent in play may become an artifact due to the effect of a 
    spell or ability.  Turning a permanent into an artifact does not change 
    the color of that permanent to "colorless".  The permanent keeps its 
    color. [D'Angelo 02/03/98]
  K.6.4 - The abilities of an artifact, which is not also a creature or a 
    land, are "turned off" when the artifact is in a tapped state.  This 
    includes continuous abilities (see Rule A.4), triggered abilities (see
    Rule A.8), activated abilities (see Rule A.2), phase abilities (see
    Rule A.5), and more.  [Fifth Edition, Page 15]
  K.6.5 - Some abilities are not "turned off".  The exceptions to Rule K.6.4 
    are: 1) any phase costs must still be dealt with 
    [Fifth Edition, Page 49], 2) any abilities which are used to untap the
    artifact are usable, 3) any time the card says something happens when it
    is in a tapped state (for example, Mana Vault damage).
    [WotC Rules Team 10/18/95]
  K.6.Ruling.1 - Artifacts typically have no color due to the fact that their
    casting cost includes no colored mana, but they can be given a color by
    a spell or ability. [Fifth Edition, Page 66]
  K.6.Ruling.2 - On some really old cards (from Limited Edition, Unlimited 
    Edition, Arabian Nights, and Antiquities), the term "Mono Artifact" 
    appeared on cards.  All such cards have errata to remove the word "Mono"
    and add a tap symbol to the card's activation cost.  If it did not have an
    activation cost, it gains one that only requires tapping.
  K.6.Ruling.3 - On some really old cards (from Limited Edition, Unlimited 
    Edition, Arabian Nights, and Antiquities), the term "Poly Artifact" 
    appeared on cards.  All such cards have errata to remove the word "Poly".
  K.6.Ruling.4 - On some really old cards (from Limited Edition, Unlimited 
    Edition, Arabian Nights, and Antiquities), the term "Continuous Artifact"
    appeared on cards.  All such cards have errata to remove the 
    word "Continuous".
  K.6.Ruling.5 - When an artifact leaves play, any continuous effects it 
    had end immediately, but any duration effects it had last.  For example,
    when Kormus Bell leaves play, Swamps in play stop being creatures, but
    when a Baton of Morale leaves play, the banding effect continues until
    end of turn. [D'Angelo 02/03/98]
  Note - Artifact spells can be cast only during your main phase and only to 
    start a batch.  See Rule T.8.4 and Rule P.8.2.

K.7 - Artifact Creature
  K.7.1 - Artifact Creature spells are considered "permanent spells" because
    they are put into play when they resolve and stay in play as permanents 
    until a rule, spell, or ability removes them from play.
  K.7.2 - Cards of type Artifact Creature are both artifacts and creatures
    in all ways and are affected by anything that affects either type of
    card.
  K.7.Ruling.1 - Because they are creatures, they are subject to creature
    restrictions such as summoning sickness (see Rule G.39).
  K.7.Ruling.2 - Because they are creatures as well as artifacts, their 
    abilities are not turned off when they are tapped.  See Rule K.6.4.
  K.7.Ruling.3 - Artifact Creature cards are considered to be "creature cards"
    wherever they may be, in play, in your hand, or wherever.
  K.7.Ruling.4 - Artifact Creature cards are not considered to be "summon
    spells".
  Note - See Rule K.6.3 about a creature becoming an artifact.
  Note - See Rule K.5 about an artifact becoming a creature.
  Note - Artifact Creature spells can be cast only during your main phase and
    only to start a batch.  See Rule T.8.4 and Rule P.8.2.

K.8 - Card Name
  K.8.1 - A card's name is the name printed near the top of the card.
  K.8.2 - Whenever a card mentions its own name in its text, it means to
    refer to itself, not to all cards of its name. [bethmo 11/18/96]  A good
    rule of thumb is to replace all instances of a card's own name with the
    words "this card" when reading it.
  K.8.3 - It is possible for a card to end up with more than one name due
    to some effects.  The card is still considered to be one card even when
    it has multiple names. [D'Angelo 02/03/98]
  Note - Token creatures have a card name as specified in the spell or ability
    that generated them.  See Rule K.25.3.

K.9 - Casting Cost
  K.9.1 - The "casting cost" of a spell is the mana specified in the upper 
    right hand corner of the card. [Fifth Edition, Page 4]
  K.9.2 - If a spell or ability checks the "total casting cost" of a spell, 
    it just adds up the number of mana in the casting cost, ignoring the 
    color. [Mirage, Page 32]  For example, Spell Blast has you pay X mana, 
    where X is looked up from the total casting cost.
  K.9.3 - A spell or ability may specify that the actual casting cost be
    paid instead of just an amount of mana equal to the casting cost.  In
    this case, the actual colors matter. [D'Angelo 11/07/96]  For example,
    Flash, Transmute Artifact, and Illusionary Mask.
  K.9.Ruling.1 - The "casting cost" does not include any additional costs
    in the card text, or any additional costs imposed by other cards.
    Those apply to the "play cost" (see Rule K.21).
  K.9.Ruling.2 - When a spell or ability allows you to cast a spell without
    paying the casting cost (or by decreasing what you have to pay), the
    casting cost is still considered to be the full amount even though you
    did not pay it. [Mirage, Page 32]  See Rule K.21.
  K.9.Ruling.3 - When a spell or ability allows you to cast a spell without
    paying the casting cost (or by decreasing what you have to pay), this
    will not affect costs which are not part of the casting cost.
    [WotC Rules Team 02/01/98]  For example, Aluren will not pay for the
    extra cost imposed by Gloom.
  K.9.Ruling.4 - A permanent in play by an effect such as Animate Dead 
    still has a casting cost as printed on the card, even though that cost was
    never paid. [bethmo 1994]
  Note - See "Play Cost" (Rule K.21) for more rulings on costs paid when
    casting a spell.
  Note - See Rule K.27 for information on 'X' in the casting cost.
  Note - Token creatures have a casting cost of zero.  See Rule K.25.5.
  Note - Animated lands have a casting cost of zero.  See Rule K.5.5.
  Note - Animated artifacts have a casting cost as printed on their card.
    See Rule K.5.5.

K.10 - Color of a Spell/Permanent
  K.10.1 - The base color(s) of a spell are the color(s) of mana specified
    in the casting cost. [Fifth Edition, Page 27]
  K.10.2 - The color of a permanent in play is the same as the color of the
    spell when it resolved.  Thus, changing the color of a spell as it is
    being cast will change the color of the permanent that is put into play.
    [Mirage, Page 10]  Note that cards which do color changes to a spell are
    effects and are not base changes, but these effects are in effect at the
    time the permanent enters play. [bethmo 07/07/98]
  K.10.3 - If a card has only generic mana in its casting cost, or if it has
    no casting cost (which is the case with lands), then the card has no 
    color and is said to be "colorless". [Fifth Edition, Page 27]
  K.10.4 - A card with more than one color in its casting cost is considered
    to be of all the colors shown. [Fifth Edition, Page 27]
  K.10.5 - If the color of a card is changed to a new value, this value
    overrides all the previous colors. [Fifth Edition, Page 27]  For example,
    Thoughtlace will turn a multi-colored card to be just blue.
  K.10.6 - A card with a zero casting cost may specify that it has a color
    in its card text.  This text is considered explanatory and is not an
    ability.  The text is subject to effects such as Sleight of Mind.
  K.10.Ruling.1 - The background color of the card is used only as an aid. 
    [Mirage, Page 10]  For example, 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.
  K.10.Ruling.2 - Since a card with more than one color is considered to be
    all of the colors shown (see Rule K.10.4), Terror cannot affect a card
    which is both black and red.  Terror cannot target a black card.  And
    a Circle of Protection from either color could prevent damage from the
    spell or permanent.
  K.10.Ruling.3 - Because of Rule K.10.4, spells and abilities that affect
    something "non-black" will not affect things which are even partly black.
  K.10.Ruling.4 - Since the mana symbols on the card determine its 
    color (see Rule K.10.1), changing the mana symbols will change the base
    color definition of the card.  Changing the base color will not override
    any effects which change the actual color, since the base is applied
    before other effect.  [Duelist Magazine #16, Page 24]  For example, while
    Celestial Dawn is in play, a Phantom Monster will temporarily be 
    white instead of blue.  But if it had been Deathlaced to be black, it 
    would stay black when Celestial Dawn came into play.

K.11 - Creature
  K.11.1 - A creature card is a card of type "Summon" or "Artifact Creature".
  K.11.2 - A creature in play may be a creature card, or it may be a land
    or artifact which has been animated (see Rule K.5).
  K.11.Ruling.1 - Cards which refer to a "creature in the graveyard" or "dead
    creature" really mean a "creature card in the graveyard."
  Note - See "Creature Type", Rule K.13, for more information.
  Note - See "Creature Power and Toughness", Rule K.12, for more information.

K.12 - Creature Power and Toughness
  K.12.1 - The base power/toughness of a creature is specified in the lower
    right hand corner of a creature card.
  K.12.2 - Counters on a creature are applied before applying any external
    effects. [Aahz 09/28/97]
  K.12.3 - A creature with negative power/toughness is considered to have
    zero power/toughness for all reasons other than for changing the 
    power/toughness. [Fifth Edition, Page 27]  For example, a creature with 
    power of -2 deals zero damage in combat.
  K.12.4 - A creature is considered to have "lethal damage" if it has at 
    least as many points of damage on it as its toughness.  A creature with
    "lethal damage" is destroyed. [Fifth Edition, Page 70]
  K.12.5 - All asterisks (*) in the power/toughness of creature are considered
    to be zero when the card is not in play. [WotC Rules Team 07/01/98]
  K.12.Ruling.1 - A creature with a toughness of zero will die from 
    "lethal damage".  See Rule K.12.4.
  K.12.Ruling.2 - Because of Rule K.12.2, the current power/toughness of a 
    creature is calculated like this: a) start with the base value, b) apply 
    any plusses and minuses from counters, c) apply plusses and minuses from
    other effects in the order in which those effects entered play.
    [WotC Rules Team 02/01/98]
  K.12.Ruling.3 - Because of Rule K.12.2, an effect which sets the value of 
    power/toughness will always override counters, even if the counters were
    put on the creature afterwards.
  K.12.Ruling.4 - There used to be a rule that effects which set the 
    power/toughness of a creature set the base value.  This rule has been
    reversed.  Effects that set power/toughness are applied in the order they
    entered play, just like all other effects.
  K.12.Ruling.5 - Enchantments and other effects on a creature which change
    the power of the creature do not change the color of damage the creature
    does.  [Mirage, Page 8]  For example, a Mesa Pegasus with 
    Firebreathing on it and Giant Growth cast on it still deals white
    damage.
  K.12.Ruling.6 - Damage is not subtracted from toughness.  A 5 toughness
    creature with 4 damage on it still has a toughness of 5 for all reasons.
    [bethmo 1994]
  K.12.Ruling.7 - Death from "lethal damage" is considered a Rule Effect (see 
    Rule T.13) and is therefore checked constantly by the game.  Any change
    in toughness or addition of damage will cause this to be rechecked.
  Note - Animated creatures (see Rule K.5) will specify the base power and
    toughness in the effect that animates them.  See Rule K.5.6.
  Note - A creature's toughness is checked against the damage on the creature
    each time Rule Effects are checked for.  See Rule T.13.4.
  Note - Damage on a creature accumulates during the turn and is removed at
    the end of the turn.  See Rule G.11.2 and Rule P.10.
  Note - No player is considered the controller of the Rule Effect (see
    Rule T.13) which puts a creature into the graveyard due to "lethal 
    damage". See Rule T.13.4.  [WotC Rules Team 03/31/98]

K.13 - Creature Type
  K.13.1 - For "Summon Xxxx" cards, the creature is of type "Xxxx".
    [Fifth Edition, Page 28]
  K.13.2 - "Artifact Creature" cards do not have a creature type.
    [Fifth Edition, Page 28]
  K.13.3 - Cards which say "Counts as a <creature type>" (see Rule G.10) are
    considered to be of that creature type. [Mirage, Page 15]  For example, 
    Wall of Spears is an artifact creature which says "Counts as a Wall",
    so it is of creature type Wall.
  K.13.4 - The plural of a creature type is the same as the base creature
    type.  For example, Goblin and Goblins are the same, and Faerie and
    Faeries are the same. [Fifth Edition, Page 28]
  K.13.5 - Creature types that differ only by gender are the same.  For 
    example, Actor and Actress are the same, as are Sorcerer and Sorceress,
    and Brother and Sister. [Duelist Magazine #9, Page 36]
  K.13.6 - If you are asked to choose a creature type, you do not have to 
    choose a creature type which already exists in the game.  You can make up
    your own type, such as Platypus, if you choose.  You may not choose a name
    which has another meaning in the game, such as "opponent" or "land".
    Also, slanderous, obscene, and otherwise offensive choices are considered
    poor sportsmanship and may cause ejection from a tournament.
    [WotC Rules Team 03/31/98] You can use compound nouns such as 
    "Duck-Billed Platypus" and can use any existing creature type or creature
    name.  For example, "Plague Rats" is a legal type.  You cannot use the
    names of non-creature cards or any other term that means something in
    the game. [bethmo 04/23/98]  You cannot choose the name of a non-creature
    spell in Magic, such as Fireball. [DeLaney 10/17/98]
  K.13.7 - Changing a permanent to a specific creature type, with a card such
    as Fowl Play, removes all other creature types. [bethmo 04/08/99]
    It does not remove the Legendary nature of the creature if it was a
    Legend.  See Rule K.19.5 for more information.
  K.13.Ruling.1 - "Artifact Creature" and "Land Creature" are not creature
    types.  Those are permanent types. [Mirage, Page 14]
  K.13.Ruling.2 - Other card characteristics, such as color, do not count as
    a creature type either.  So "red creatures" or "flying creatures" are not
    valid choices for a creature type. [Duelist Magazine #9, Page 36]
  K.13.Ruling.3 - Creatures can have more than one creature type.  This most
    often happens because of "counts as" text (see Rule G.10). [Aahz 10/08/96]
  K.13.Ruling.4 - Creature types which differ in a way other than specified
    by Rule K.13.4 and Rule K.13.5 are different.  For example, Blinking
    Spirit and Spirit are different creature types. 
    [Duelist Magazine #9, Page 36]  And a "Goblin Sliver" made with 
    Volrath's Laboratory is neither a Goblin nor a Sliver. 
    [behtmo 07/29/98]
  Note - Animated lands and artifacts (see Rule K.5) do not have a creature
    type unless the effect specifically gives them one.  See Rule K.5.4.
  Note - Token creatures have a creature type the same as the token name.
    See Rule K.25.4.
  Note - The Elder Dragon cards have errata to say "Summon Legend" instead of
    "Summon Elder Dragon Legend".  They are of creature type Legend, and are
    not of creature type "Dragon". [Duelist Magazine #9, Page 36]
  Note - The "Counts as a Xxxxx" creature type text applies even when the
    card is not in play.  So a Teeka's Dragon is a Dragon even when it is
    in your graveyard, library, or hand. [Aahz 09/28/97]  See Rule G.10.

K.14 - Enchantment
  K.14.1 - Enchantment spells are considered "permanent spells" because they
    are put into play when they resolve and stay in play as permanents until
    a rule, spell, or ability removes them from play.
  K.14.2 - Global enchantments are of card type "Enchantment" or 
    "Enchant World".  They are played in your territory and may affect any 
    number of players or permanents. [Fifth Edition, Page 17]
  K.14.3 - Local enchantments are of card type "Enchant <something>".  They
    are played on a permanent of type <something>, and may or may not be
    in your territory. [Fifth Edition, Page 17]  Note that "Enchant World"
    cards are not local enchantments.
  K.14.4 - Local enchantments have a targeting requirement that they be on a
    card of the type <something> specified.  If at any time the permanent they
    are on stops being of that card type, or if the permanent becomes 
    untargetable by the enchantment, or if the permanent they are on leaves 
    play, the enchantment will bury itself as a Rule Effect (see Rule T.13).
    [Fifth Edition, Page 18]
  K.14.5 - Local enchantments may have text saying "Play on 
    a <restriction>" or "target something with <restriction>".  
    The <restriction> is considered a targeting restriction which applies when
    casting and while in play.  If at any time the card it is on does not meet
    that restriction, the enchantment will bury itself as a Rule Effect (see 
    Rule T.13). [Mirage, Page 22]  For example, Armor of Thorns says "Play 
    only on a nonblack creature" and it will bury itself if it ends up on a 
    black creature.
  K.14.6 - The text "enchanted <something>" refers to the permanent which
    the local enchantment is on.  It does not refer to any other permanent.
    [Duelist Magazine #11, Page 54]
  K.14.7 - Changing the controller of a permanent does not change the 
    controller of local enchantments which are on the permanent.  So if
    someone takes control of your Llanowar Elves with Regeneration on 
    them, you still control the Regeneration card, and only you can pay to 
    use it.  [Mirage, Page 22]
  K.14.8 - Enchant World cards are just like normal "Enchantment" cards,
    except that only one Enchant World can be in play at a time.  If an
    Enchant World is brought into play, all other Enchant Worlds in play are
    buried as a Rule Effect (see Rule T.13).  If more than one enters play
    at the same time, all of them are buried. [Legends Rulecard]
    [Mirage, Page 57]  The game always knows which entered play first, even
    if they enter play during a single "event" (see Rule T.7.1).
    [WotC Rules Team 10/06/97]  Enchant Worlds are not like Legends.  Legends
    allow one of any given name in play.  Enchant Worlds just allow one in
    play, period. [D'Angelo 07/17/98]
  K.14.9 - An enchantment is never a legal target for itself. 
    [WotC Rules Team 08/18/98]  For example, if a Licid is made to enchant 
    itself, it will immediately bury itself because it is on an illegal
    target.
  K.14.10 - The effect of a local enchantment on the permanent it enchants
    does not validate or invalidate any conditions in its own text.  For 
    example, a card which says "enchanted green creature is black" does not
    cause its effect to be cancelled, and a card which says "enchanted
    non-creature artifact is an artifact creature" does not cause itself to
    effect to be cancelled.  Similarly, Transmogrifying Licid does not make
    its target legal when it says "enchanted creature is an artifact 
    creature". [WotC Rules Team 03/18/99]  You can play as if "enchanted
    A does B" instead read "as long as enchanted permanent is an A, it 
    does B" so the enchantment's effect gets ordered after anything which
    would change the permanent to match the condition. [bethmo 04/08/99]
  K.14.Ruling.1 - Global enchantments may target something when played, but 
    they are still played in your territory.  You do not play a global
    enchantment onto another player. [Mirage, Page 23]
  K.14.Ruling.2 - Using the ability of a local enchantment usually does not
    target the card it is on.  It can affect that card without targeting it.
    [Duelist Magazine #5, Page 122]  For example, the use of Firebreathing
    does not target the creature when it is used.
  K.14.Ruling.3 - When an enchantment leaves play, any continuous effects it 
    had end immediately, but any duration effects it had last.  For example,
    when Armor of Faith leaves play, the +1/+1 is lost, but any extra 
    toughness added by its ability lasts until end of turn. [bethmo 1994]
  K.14.Ruling.4 - The term "<something> enchantment" refers to a local 
    enchantment of type "Enchant <something>".  So a "creature enchantment"
    is an "Enchant Creature" card. [DeLaney 01/28/97]
  K.14.Ruling.5 - Enchant World spells are not more powerful than other
    enchantments or effects.  They are applied normally. [bethmo 07/07/94]
  K.14.Ruling.6 - Enchantments are not specifically prevented from becoming 
    tapped, but they generally do not tap.  One exception to this is that 
    Copy Artifact is both an artifact and an enchantment. [Aahz 10/11/96]  
    The Licid cards can also end up as tapped enchantments. 
    [D'Angelo 10/11/97]
  K.14.Rulings.7 - Enchantments do not "turn off" when tapped. 
    [D'Angelo 10/20/97]
  Note - If two enchantments or other effects contradict one another, the
    most recently cast wins.  See Rule T.14.
  Note - Enchantment spells can be cast only during your main phase and only 
    to start a batch.  See Rule T.8.4 and Rule P.8.2.

K.15 - Instant
  K.15.1 - Cards of type "Instant" are played as instants, and they are put
    into the graveyard when they resolve.
  K.15.Ruling.1 - Abilities of permanents which are played as instants do 
    not cause the card to go to the graveyard.
  Note - Instants can be used at many times during both players turns.  
    See Rule T.1.3, Rule T.1.4, and Rule T.1.5.

K.16 - Interrupt
  K.16.1 - Cards of type "Interrupt" are played as interrupts, and they are
    put into the graveyard when they resolve.
  K.16.Ruling.1 - Abilities of permanents which are played as interrupts do 
    not cause the card to go to the graveyard.
  Note - Interrupts can only be used during the interrupt period (see 
    Rule T.5) of a spell's life cycle.  They are typically used to counter 
    or modify a spell or ability.
  Note - You cannot respond to an interrupt with a non-interrupt.  Interrupts
    are only played in interrupt Batches (see Rule T.8).  See Rule T.5.2.
  Note - Cards printed prior to Mirage and the introduction of Fifth Edition
    rules may be labeled as interrupts when they are not.  All such cards that
    produce mana (and no other effect at the same time) work as mana sources
    instead of interrupts.  All such cards that have an effect that does not
    produce mana and it does not target a spell or ability are played as 
    instants. [Mirage, Page 2-4]  This is considered mass errata.  
  Note - Cards which are modal and can either target a spell or do something 
    else are played as interrupts or as instants as appropriate.  But they are
    still considered to be spell type "interrupt" in any case.
    [Mirage, Page 39]

K.17 - Land
  K.17.1 - Lands can only be played during your main phase.  See Rule P.8.1.
  K.17.2 - Tapping a land for mana is always done as a mana source, even if
    the card does not say so. [Mirage, Page 12]
  K.17.3 - Lands have no color.  For example, Forests are not green cards.
    They can be given a color by a spell or ability. [Fifth Edition, Page 69]
  K.17.4 - If there is a question about what mana gets produced by a land,
    first figure out what kind of land it is by applying any land type 
    changing effects (like Conversion or Phantasmal Terrain) in the 
    order they entered play.  Then figure out what color mana it produces by 
    applying any color changing effects (like Reality Twist).  Finally 
    figure out any additional mana that might be produced (from 
    Wild Growth, Mana Flare, etc.).  [Fifth Edition, Page 61]
  K.17.Ruling.1 - Not all lands produce mana.  If a land does not specifically
    say that it produces mana, then it does not. [Mirage, Page 12]
  K.17.Ruling.2 - Land cards are not considered "mana sources".  They often
    have an ability which is played as a mana source, but they are not mana
    sources. [Duelist Magazine #15, Page 28]
  K.17.Ruling.3 - If a spell or ability puts a land into play (see Rule G.31),
    this does not count as you playing a land for any reason.  For example,
    it does not count as your one land for that turn. [bethmo 11/05/96]
  K.17.Ruling.4 - When a land leaves play, any continuous effects it had end
    immediately, but any duration effects it had last.  For example, when 
    Glacial Chasm leaves play, you no longer get its benefit.
    [D'Angelo 02/03/98]
  K.17.Ruling.5 - Tapping a land for an effect other than just generating
    mana is done as an instant unless otherwise stated on the card.
    [D'Angelo 06/05/98]  See Rule A.2.3.
  Note - See "Land Type", Rule K.18, for more information. 
  Note - Lands are not spells.  See Rule K.3.1.
  Note - Playing a land is not a spell or ability.  It is a special action.
    You cannot play a land in response to something or respond to someone 
    playing a land.  See Rule P.8.3.

K.18 - Land Type
  K.18.1 - All lands have a land type that is the same as the land card's 
    name.  In addition, lands may "count as" (see Rule G.10) other types.
  K.18.2 - Basic land types are: Forest, Island, Mountain, Plains, and Swamp.
    All other land types are not considered basic lands. 
    [Fifth Edition, Page 6]
  K.18.3 - Changing a land to another land type erases the card name and all
    abilities of the old land type and puts in the abilities and card name of
    the new land type. [Mirage, Page 58]  For example, if a land is turned 
    into a Swamp, it's card name is now Swamp, its land type is Swamp, and 
    its card text is "Tap: Add B to your mana pool."
  K.18.4 - Changing a land to another land type does not change other
    characteristics of the card, such as color, and so on. [Mirage, Page 58]
    Expansion symbols are not erased. [Aahz 10/07/95]
  K.18.5 - Changing a permanent to a basic land removes all other land 
    sub-types of the permanent.  It does not remove any other types the
    permanent has, such as creature or artifact.  [bethmo 04/10/99]
  K.18.Ruling.1 - If a land is animated into a creature by a duration 
    effect (such as Mishra's Factory or Thelonite Druid), and its land 
    type is changed, then it will stay animated until the animation effect 
    ends. [WotC Rules Team 11/10/95]
  Note - See "Snow-Covered Lands", Rule K.22, for more information on them.

K.19 - Legendary Permanents
  K.19.1 - Only one legendary permanent of a given name can be in play at a
    time.  If a legendary permanent enters play when one is already in play,
    the new one is buried.  If more than one enters play at the same time,
    then all of them are buried. [Mirage, Page 56]
  K.19.2 - The burial is done as a Rule Effect (see Rule T.13).  This will
    happen so quickly that there is no way you can use abilities (other than
    mana sources and replacement abilities) of the duplicate card or sacrifice
    it to something before it gets buried. [D'Angelo 02/03/98]
  K.19.3 - Legendary creatures are of creature type Legend, so have the card
    type entry of "Summon Legend".  Other legendary permanents are listed as
    "Legendary Artifact", "Legendary Enchantment", and "Legendary Land".
    [Mirage, Page 56]
  K.19.4 - If a Summon Legend is changed to a non-creature type, it is still
    a legendary permanent.  This is true for any type changes to legendary
    permanents.  They do not lose their legendary status. 
    [WotC Rules Team 03/18/99]
  K.19.5 - Any change to a permanent which changes the card's name can 
    remove Legendary status.  A change which does not change the card's name
    will not remove Legendary status. [bethmo 04/10/99]
  K.19.Ruling.1 - A spell or ability that affects "all legends" is referring
    to "all Summon Legend" creatures and all Legendary permanents. 
    [WotC Rules Team 03/18/99]
  K.19.Ruling.2 - If one legend is phasing out while another is phasing in,
    they will not see one another. [bethmo 09/19/96]  See Rule G.30.6.
  K.19.Ruling.3 - If a legend is changed so that it is not a legend for a 
    while, then it changes back, it is considered the new one in play.
    [Mirage, Page 56]
  K.19.Ruling.4 - Copy cards, such as Clone, do copy the legendary nature 
    of a card.  The copy will be the new legend entering play and will bury 
    itself. [Duelist Magazine #2, Page 7]
  K.19.Ruling.5 - The game always knows exactly which legend entered play 
    first (or that they entered play at the same time), even if they both 
    enter during the same "event" of a single effect. 
    [WotC Rules Team 10/06/97]
  K.19.Ruling.6 - The burial effect is controlled by the player who controls
    the permanent that is burying itself. [D'Angelo 07/30/96]
  K.19.Ruling.7 - Token creatures (see Rule K.25) can be legends. 
    [Mirage, Page 56]
  K.19.Ruling.8 - Due to Rule K.19.2, a Legendary Land with a mana source
    ability can have its ability used before it is buried.  Also, a mana 
    source ability (but not an instant or sorcery ability) of another 
    permanent could sacrifice a legendary permanent before it is buried.
    [D'Angelo 11/24/98]
  K.19.Ruling.9 - The newer permanent is buried (as per Rule K.19.1) even if
    the two legends with the same name are somehow different card types.
    [WotC Rules Team 03/18/99]
  Note - Two or more legendary permanents with different names can be in play
    at the same time.
  Note - A card is not a Legend just because a card has a gold border.  It 
    has to say "Summon Legend" or "Legendary <type>" on its card type.
  Note - All "Summon Legend" and "Legendary Land" cards were on the DCI
    restricted list (only 1 per deck) for all tournaments from 08/01/94 
    until 11/01/95.

K.20 - Mana Source
  K.20.1 - Cards of type "Mana Source" are played as mana sources, and they 
    are put into the graveyard when they resolve.
  K.20.Ruling.1 - Abilities of permanents which are played as mana sources do 
    not cause the card to go to the graveyard.
  Note - Mana Sources can be used at many times during both players turns.  
    Basically, if there is any time you might need mana, there will be a
    chance to use mana sources just prior to that.  See Rule T.12.
  Note - There are only a few spells of type Mana Source, including
    Burnt Offering, Culling the Weak, Dark Ritual, Sacrifice,
    and Songs of the Damned.

K.21 - Play Cost
  K.21.1 - The "play cost" for a spell or ability is what you actually have
    to pay to play the spell or ability.  The cost may include mana and
    non-mana aspects.
  K.21.2 - The "play cost" for a spell is the "casting cost" (see Rule K.9)
    plus any additional cost increases or decreases that are applied.  The
    "play cost" for an ability is the "activation cost" (see Rule G.1) plus
    any additional cost increases or decreases that are applied.
    [D'Angelo 11/19/97]
  K.21.3 - If an instant, interrupt, sorcery, or mana source spell has a
    cost listed as "<cost>: <effect>" in its text, then the cost can be paid
    only once, and this is considered part of the play cost.
    [Fifth Edition, Page 16]
  K.21.4 - If a card's text includes "At the time you play <card name>, 
    do <something>", then it is describing an additional part of the play
    cost.  This is paid only once and is paid when announcing the card.
    [WotC Rules Team 10/18/98]
  K.21.5 - To figure out the total play cost: a) Start with the casting
    cost (see Rule K.9).  b) Apply cost increases from the card itself (such
    as from Buyback (see Rule A.13) or the extra mana in Drain Life) and 
    cost increases from other effects (such as from Gloom).  c) Apply cost 
    reductions from the card itself (such as with the Pitch cards, see 
    Rule E.10) or from other cards (such as Helm of Awakening or 
    Pearl Medallion).  [WotC Rules Team 02/01/98]
  K.21.Ruling.1 - Using the Buyback (see Rule A.13) ability is part of the 
    play cost of a spell, and is added in before you apply cost decreases.  
    See Rule A.13.Ruling.1.
  K.21.Ruling.2 - The result of Rule K.21.4 is that the Medallions and other
    cost decreasers can be applied to any part of the play cost, and not just
    the casting cost. [D'Angelo 02/03/98]
  K.21.Ruling.3 - Once a spell is announced (see Rule T.4), there is no way
    to retroactively change the play cost.  It has already been paid.  For
    example, if you use a Sleight of Mind to change Gloom so it affects
    green spells, it will not make an already announced green spell cost 
    more. [bethmo 1994]
  Note - See "Casting Cost", Rule K.9, for more information.
  Note - See "Activation Cost", Rule G.1, for more information.

K.22 - Snow-Covered Lands
  K.22.1 - Snow-Covered lands are treated like non-Snow-Covered lands of the
    same type.  Being Snow-Covered does not change the land's type.
    [Mirage, Page 62]
  K.22.2 - Snow-Covered is an attribute of a land and can be granted or
    removed, much like Flying can be granted or removed from a creature.
    [WotC Rules Team 05/01/98]
  K.22.3 - If a land's type is changed, the Snow-Covered attribute will 
    neither be added nor removed.  For example, if you use 
    Phantasmal Terrain to change a Snow-Covered Plains into a Mountain, 
    you end up with a card named Mountain that is Snow-Covered. 
    [Mirage, Page 62]
  K.22.Ruling.1 - Because of Rule K.22.1, anything which affects Plains will
    affect Snow-Covered Plains, and Forestwalk will work on a Snow-Covered 
    Forest.  Since the land type is not changed, things which check land
    type will see the actual land type. [Duelist Magazine #6, Page 132]
  K.22.Ruling.2 - An effect can specifically look for a Snow-Covered land,
    much like an effect can specifically look for red creatures.
    [Duelist Magazine #6, Page 132]
  K.22.Ruling.3 - Cards which look for a kind of Landwalk work whether or not
    the Landwalk is more specific or not.  For example, an effect that 
    targets a creature with Islandwalk will work on one with Snow-Covered 
    Islandwalk. [Duelist Magazine #8, Page 51]
  K.22.Ruling.4 - The cards Snow-Covered Forest, Snow-Covered Island, 
    Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp are
    considered basic lands of the appropriate type. [Mirage, Page 62]  This
    is true even when they are out of play.  So Land Tax can be used to 
    select such lands. [Duelist Magazine #7, Page 8]
  K.22.Ruling.5 - If you manage to make a non-basic land gain the Snow-Covered
    attribute, it does not become a basic land. [Duelist Magazine #7, Page 8]
  K.22.Ruling.6 - Swamp and Snow-Covered Swamp are different card names.
    [D'Angelo 01/07/96]  For example, Nebuchadnezzar's effect could have 
    you name either one of these names.
  K.22.Ruling.7 - To be Snow-Covered, a land must say that it is Snow-Covered,
    or an effect must make the land Snow-Covered.  Just having snow in the
    card art does not make it Snow-Covered. [D'Angelo 02/03/98]
  K.22.Ruling.8 - If a spell or ability asks you to select a land type, you
    cannot restrict the land type with an attribute like Snow-Covered, just
    like you cannot restrict the land type by color. 
    [WotC Rules Team 05/01/98]

K.23 - Sorcery
  K.23.1 - Cards of type "Sorcery" are played as sorceries, and they are put
    into the graveyard when they resolve.
  K.23.Ruling.1 - Abilities of permanents which are played as sorceries do 
    not cause the card to go to the graveyard.
  Note - Sorceries can be cast only during your main phase and only to start
    a batch.  See Rule T.8.4 and Rule P.8.2.

K.24 - Summon
  K.24.1 - Summon spells are considered "permanent spells" because they are 
    put into play when they resolve and stay in play as permanents until a 
    rule, spell, or ability removes them from play.
  K.24.Ruling.1 - When a summon card leaves play, any continuous effects it 
    had end immediately, but any duration effects it had last.  For example, 
    when Goblin King leaves play, Goblins no longer get its benefit.
    [D'Angelo 02/03/98]
  Note - Summon spells can be cast only during your main phase and only to 
    start a batch.  See Rule T.8.4 and Rule P.8.2.

K.25 - Token Creatures
  K.25.1 - Token creatures are in all ways like normal card-based permanents,
    except they are not cards for effects which look for cards.
    [Fifth Edition, Page 31]
  K.25.2 - The color of a token is defined by the effect that generates the
    token.  If no color is specified, the token is colorless.
    [Fifth Edition, Page 31]  They do not inherit the color of the spell or 
    ability that generated them.
  K.25.3 - The name of a token is specified by the effect that generates the 
    token. [Fifth Edition, Page 31]  For example, ones generated by 
    The Hive are called Wasps.
  K.25.4 - The creature type of a token is the same as the token name, in
    addition to any creature types named by the effect. 
    [Fifth Edition, Page 32]
  K.25.5 - Token creatures have a casting cost (see Rule K.9) of zero.
    [Fifth Edition, Page 32]
  K.25.6 - Token creatures are removed from the game entirely if they ever 
    leave play (to the hand, graveyard, phase out, or wherever).
    [Fifth Edition, Page 32]  This happens faster than any spell or ability, 
    so there is no way to target or affect a token which is not in play.
    [Aahz 08/05/97]
  K.25.7 - Token creatures are "owned" by the player that controlled the
    spell or ability that put the token into play. [Aahz 06/08/95]  This is
    true even if the token is put into play under another player's control.
    [bethmo 05/16/96]
  K.25.Ruling.1 - Before leaving the game (as per Rule K.25.6), token
    creatures do briefly go where they are sent, which can trigger effects.
    For example, Soul Net can be used on a token creature going to the 
    graveyard. [Mirage, Page 24]
  K.25.Ruling.2 - Token creatures are not considered to have expansion
    symbols.
  K.25.Ruling.3 - A Clone (or other copy card) used on a token is a card 
    and not a token, so it will not follow the token rules.

K.26 - Walls
  K.26.1 - Creatures with the creature type "Wall" may not attack unless a
    spell or ability specifically enables them to do so. 
    [Fifth Edition, Page 18]
  K.26.Ruling.1 - Walls cannot attack even if you raise their power above 
    zero.
  K.26.Ruling.2 - Walls are in all ways creatures.  They are affected by any
    spell or ability that affects creatures (including Paralyze, Terror,
    and Incinerate).  They are just a type of creature which cannot attack.
    [Fifth Edition, Page 18]
  Note - See "Creature Type", Rule K.13, for more information.

K.27 - X Costs
  K.27.1 - When an 'X' appears in the casting cost of a spell, you must choose
    a value for X that is a non-negative integer.  Zero is legal unless 
    otherwise stated on the card.
  K.27.2 - If more than one 'X' is in the casting cost, both 'X's must have
    the same value.  In fact, all 'X's on the card are considered to have
    the same value. [Duelist Magazine #13, Page 27]  For example, a spell
    that costs "XXU" to cast will cost "4U" if you choose for 'X' to be 2, 
    and "6U" if you choose for 'X' to be 3.
  K.27.3 - If there is an 'X' in the casting cost of a spell, consider the 
    amount paid in 'X' to be part of the cost during casting, but 'X' is zero
    after the card becomes a permanent or while the card is anyplace other
    than in the process of being cast. [Mirage, Page 31]
  K.27.Ruling.1 - The value of 'X' is chosen when announcing the spell and
    you cannot change this value later.
  K.27.Ruling.2 - If a card is put into play by means other than casting, any
    X in the casting cost is considered to be zero. [D'Angelo 06/05/98]


M - Multi-Player Rules
------------------------------------------------------------------------------

M.1 - Multi-Player Rulings
  M.1.1 - There are no official multi-player (meaning, more than 2 player)
    rules for Magic, but there are some rules for how cards should be read 
    in a multi-player game. [D'Angelo 02/03/98]
  M.1.2 - If a card says "both players", it means "all players. 
    [D'Angelo 02/03/98]
  M.1.3 - If a permanent targets a player when it is cast, then this choice
    of player may not be changed during the rest of the game.  It may not 
    even be changed if the permanent changes controllers.  If the target
    player leaves the game, then the permanent becomes useless but stays in
    play. [WotC Rules Team 01/10/95]  For example, Black Vise.
  M.1.4 - If a permanent targets a player when it is activated, you may choose
    a different player each time it is used. [WotC Rules Team 01/10/95]
    For example, Prodigal Sorcerer.
  M.1.5 - If a spell or ability says something is of "the opponent's choice",
    then you can pick an opponent each time the choice is to be made.
    [WotC Rules Team 01/10/95]  For example, Demonic Hordes and
    Clergy of the Holy Nimbus.
  M.1.6 - The rules for Series (see Rule T.9) and the rules for who announces
    next in a Batch (see Rule T.8) specify the "active player first, then the
    other player".  In a multi-player game, this should start with the current
    player and go around the table in the direction of play. 
    [D'Angelo 10/06/96]
  M.1.Ruling.1 - In most multi-player rules, if a player is "killed", all of
    the cards that player owns are immediately removed from the game, 
    regardless of who controls them at the time. [D'Angelo 10/06/96]

M.2 - Free-For-All Style
  M.2.1 - "Opponent" is defined as any player other than yourself. 
    [WotC Rules Team 01/10/95]

M.3 - Team Play
  M.3.1 - "Opponent" is defined as any player not on your team.
    [WotC Rules Team 01/10/95]


P - Phases of the Turn
------------------------------------------------------------------------------

P.1 - Starting the Game
  P.1.1 - Prior to the first phase of the first turn of the game, each player
    brings their deck to the play area and shuffles it.  The opponent may also
    cut (or shuffle then cut) the deck.  Each player's deck becomes their 
    Library (see Rule Z.5). [Fifth Edition, Page 10]
  P.1.2 - The Library size must be 40 or more cards. 
    [Fifth Edition, Page 1]  Note - DCI tournament rules all require a larger
    deck size.  See Rule D.13.5, Rule D.14.5, Rule D.15.4, Rule D.16.7,
    Rule D.17.4, and Rule D.19.6.
  P.1.3 - One player gets to choose if they want to go first or not.  The 
    player that goes first skips their draw during their first draw phase.  
    This is called the "play or draw" choice. [Fifth Edition, Page 10]
  P.1.4 - If this is the first game between players, randomly determine who 
    gets the choice in Rule P.1.3.  If this is not the first game, then the 
    loser of the previous game chooses.  If the previous game was a draw, 
    then the player who chose last time chooses this time. 
    [Fifth Edition, Page 46]
  P.1.5 - After the choice is made, each player draws a hand of 7 cards and 
    the game begins with each player having 20 life. [Fifth Edition, Page 8]
  Note - The DCI tournament rules also include something called a "mulligan".
    See Rule D.10.3.

P.2 - Phases of the Turn
  P.2.1 - Each turn is divided into 6 phases, plus the beginning of the turn.
    a. Beginning of the turn
    b. Phase 1: Untap
    c. Phase 2: Upkeep
    d. Phase 3: Draw
    e. Phase 4: Main
    f. Phase 5: Discard
    g. Phase 6: Cleanup
  P.2.2 - Each turn is played completely through all the phases by one player,
    and then play proceeds to the opponent who then takes a turn, and so on.
    [Fifth Edition, Page 8]  Note - Various spells and abilities can cause
    a player to skip a turn or get an extra turn.
  P.2.Ruling.1 - You still have every phase in every turn even if nothing 
    happens during one of the phases. [D'Angelo 02/03/98]

P.3 - Structure of a Phase
  P.3.1 - Each phase is broken into 5 parts. They are: [Fifth Edition Page 47]
    1. Beginning of the phase.  Play all abilities and scheduled effects that
       occur at the beginning of the phase.  This is done in a Series 
       (see Rule T.9).
    2. The main body of the phase.  This can contain any number of batches
       of spells and abilities (if such are legal).  See Rule T.8.1 about how
       to determine when a phase ends.
    3. End of the Phase.  Play all abilities and scheduled effects that occur
       at the end of the phase.  This is done in a Series (see Rule T.9).
       Once this part starts, you cannot go back and announce more spells and
       abilities during this phase.
    4. Check for mana burn.  See Rule G.25.
    5. Check for players losing the game.  See Rule G.22.3.
  P.3.2 - You cannot leave part 2 and enter part 3 of a phase until all
    "phase costs" (see Rule A.6) and mandatory "phase abilities" (see
    Rule A.7) which are nor specifically done at the end of the phase have 
    been dealt with.  [Fifth Edition, Page 47]
  Note - If more than on thing happens at the beginning or end of a phase,
    follow the rules for Series (see Rule T.9) to determine what order they
    occur in.

P.4 - Beginning of Turn
  P.4.1 - At the beginning of each turn, play any abilities or scheduled
    effects for this time in a Series (see T.9). [D'Angelo 02/03/98]
  P.4.2 - Summoning sickness (see Rule G.39) is removed from permanents after
    the "beginning of turn" Series finishes. [Duelist Magazine #17, Page 24]
  P.4.Ruling.1 - Continuous abilities which do something at the beginning of
    the turn are dealt with prior to the actual "beginning of turn" Series. 
    [Aahz 01/14/97]  These may cause abilities to trigger.  For example,
    Vibrating Sphere is a continuous effect, which may result in creatures
    being destroyed at this time.
  P.4.Ruling.2 - If more than one effect can cause you to skip a turn, choose
    which one is making you skip just before you would start the turn. 
    [Barclay 07/29/98]  If an effect is optional, make the choice at the same 
    time. [D'Angelo 11/06/96]
  P.4.Ruling.3 - There is no time between turns to use mana sources.
    [WotC Rules Team 02/01/98]
  P.4.Ruling.4 - Mana sources which are used during this step do not actually
    cause mana burn (see Rule G.25) until the end of the first phase that you
    play.  Normally this is the untap phase, but if you skip your untap it
    could be the upkeep phase.  [Aahz 04/07/97]

P.5 - Phase 1: Untap
  P.5.1 - During the middle of this phase, you must untap all your tapped
    permanents (those which are not prevented from untapping) as a mandatory
    phase ability (see Rule A.5). [Fifth Edition, Page 52]  This phase ability
    is played in a Series (see Rule T.9) much like a begin/end of phase
    ability, rather than as an instant like a normal phase ability.
    [bethmo 01/11/99]
  P.5.2 - Only spells and abilities which specifically say they can be played
    during the Untap Phase can be played during this phase. 
    [Fifth Edition, Page 52]  Mana sources are also allowed.
    [Fifth Edition, Page 43]
  P.5.3 - The choice (if any) of what to untap is made when announcing the
    untap phase ability. [Fifth Edition, Page 52]  
  P.5.4 - If something new happens that would force a decision about what to
    untap after you announce the untap ability, you must make that decision at
    the first opportunity, but you may not undo any previous decisions.  For
    example, if a land becomes tapped after announcing and Winter Orb is in 
    play, you may choose that land if you had none chosen before but may not 
    choose it if you already had one chosen. [D'Angelo 11/13/96]
  P.5.5 - All the chosen permanents and all permanents for which you had
    no choice about untap simultaneously during the resolution of the untap 
    ability. [Fifth Edition, Page 52]
  P.5.Ruling.1 - You must untap your cards.  You cannot "forget".
    [D'Angelo 02/03/98]
  P.5.Ruling.2 - If something enters play after or during the untap ability
    resolving, the permanent entering play does not untap. [bethmo 05/16/96]
    For example, a Tawnos's Coffin untapping.
  P.5.Ruling.3 - If untapping a permanent changes what other permanents may
    untap, those changes do not apply during this turn. [D'Angelo 01/09/98]
    For example, untapping a Winter Orb will not cause you to back up and
    choose only one land to untap
  Note - Remember to check for mana burn and players losing the game at the 
    end of the phase.  See Rule P.3.1.
  Note - Phasing happens at the beginning of untap.  All phased out cards
    phase in, and all cards with Phasing (see Rule A.23) which are in play 
    phase out.  See Rule G.30.6.
  Note - All Limited Edition, Unlimited Edition, Arabian Nights, and 
    Antiquities cards which said to do things during the untap phase have
    errata to instead do something during the upkeep phase.  See the various
    cards for actual errata.

P.6 - Phase 2: Upkeep
  P.6.1 - Any number of Batches (see Rule T.8) of instants may be played 
    during this phase. [Fifth Edition, Page 52]
  Note - It is common for permanents or effects to offer abilities which can
    or must be played during the Upkeep phase.  See phase abilities (see 
    Rule A.5), phase costs (see Rule A.6), and untap abilities (see Rule A.10)
    for more information.
  Note - Remember to check for mana burn and players losing the game at the 
    end of the phase.  See Rule P.3.1.

P.7 - Phase 3: Draw
  P.7.1 - Any number of Batches (see Rule T.8) of instants may be played 
    during this phase. [Fifth Edition, Page 52]
  P.7.2 - The current player has a mandatory phase ability (see Rule A.5)
    of drawing a card.  The ability is announced as an instant and the card 
    is drawn on resolution. [Fifth Edition, Page 53]
  P.7.Ruling.1 - You cannot skip a draw or take an additional draw unless a
    spell or ability says otherwise. [D'Angelo 02/03/98]
  Note - If you try to draw and have no cards in your library to draw from, 
    you lose the game.  See Rule Z.5.7.
  Note - Most abilities that provide extra draws during this phase are played
    as instants and are played separately from your normal draw.  For example,
    if there are three Howling Mines in play, then each provides its own
    effect, rather than combining with the draw effect you get normally.
    Similarly, effects such as Sylvan Library would not combine with other
    card draws.  [WotC Rules Team 10/12/94]
  Note - Remember to check for mana burn and players losing the game at the 
    end of the phase.  See Rule P.3.1.

P.8 - Phase 4: Main
  P.8.1 - During the main phase, you may do any of the following in any order:
    a. Start a Batch (see Rule T.8) by playing a spell or ability.  You can
      do this any number of times, before or after other actions.
    b. Play a land.  You can only do this once per turn.
    c. Declare an attack (see Rule C.2).  You can only do this once per turn.
  P.8.2 - This is the only phase in which you may cast sorcery, summon,
    enchantment, or artifact spells, or play sorcery abilities.  Only the
    current player can use these during their main phase.
    [Fifth Edition, Page 53]
  P.8.3 - Playing a land is a special action.  It cannot be done in response
    to something and it cannot be responded to or interrupted.
    [Duelist Magazine #5, Page 123]
  P.8.4 - If there is a creature which is required to attack (due to a spell
    such as Siren's Call or an ability such as Nettling Imp), and that 
    creature is not otherwise prevented from attacking, you cannot end your
    main phase without declaring an attack. [Mirage, Page 48] 
    [WotC Rules Team 08/01/98]
  P.8.Ruling.1 - The restriction of only one land or one attack may be
    overridden by other effects, such as Fastbond or Relentless Assault.
    But the rules for playing a land or declaring an attack are unchanged.
    [bethmo 1995]
  P.8.Ruling.2 - You only get one attack per turn (see Rule P.8.1) even if
    you manage to untap your creatures. [D'Angelo 02/03/98]
  Note - See Rule C.2 for how an attack is declared.
  Note - Many players mistakenly think that the main phase must be ordered
    as "play a land, then play spells, then attack".  You can do the steps in
    any order, and it is often good to play it like "attack, then play a land,
    then play spells".  See Rule P.8.1.
  Note - Remember to check for mana burn and players losing the game at the 
    end of the phase.  See Rule P.3.1.  Also check these at the beginning and
    end of an attack (see Rule C.3.1 and Rule C.9.2) if an attack is made.

P.9 - Phase 5: Discard
  P.9.1 - Any number of Batches (see Rule T.8) of instants may be played 
    during this phase. [Fifth Edition, Page 52]
  P.9.2 - The current player has a mandatory "end of phase" ability 
    of discarding down to 7 cards in their hand.  The ability is played as
    part of the "end of phase" Series (see Rule T.9).
    [Fifth Edition, Page 53]
  P.9.Ruling.1 - The discard ability is played only once even if more cards
    somehow get into your hand afterwards. [Aahz 09/19/96]
  P.9.Ruling.2 - You may not just choose to discard because you want to.  You
    only do so if you have more than 7 cards or because a spell or ability 
    tells you to do so. [D'Angelo 02/03/98]
  Note - This is the last phase in which player can use instant spells and 
    abilities before the next turn's upkeep phase.
  Note - Remember to check for mana burn and players losing the game at the 
    end of the phase.  See Rule P.3.1.

P.10 - Phase 6: Cleanup
  P.10.1 - The phase can be charted out like this:
    a. All beginning of cleanup abilities and scheduled effects are played in
      a Series (see Rule T.9).
    b. All damage is removed from all permanents and all "until end of turn" 
      effects end simultaneously.  This is played as a mandatory phase 
      ability (see Rule A.5).  This phase ability is played in a Series (see 
      Rule T.9) much like a begin/end of phase ability, rather than as an 
      instant like a normal phase ability.  [bethmo 01/11/99]
    c. All "at end of turn" abilities and scheduled effects are played in a 
      Series (see Rule T.9).
  P.10.2 - Only spells and abilities which specifically say they can be played
    during the Cleanup phase can be played during this phase. 
    [Fifth Edition, Page 53]  Mana sources are also allowed.
    [Fifth Edition, Page 43]
  P.10.3 - After the "until end of turn" effects end, if any new "until end 
    of turn" effects begin, they end immediately after taking effect.
    [Fifth Edition, Page 54]
  P.10.4 - If any damage is dealt during this phase after damage is removed 
    and the damage is not sufficient to kill the creature, the damage is 
    immediately removed. [Fifth Edition, Page 54]
  P.10.Ruling.1 - If any creature is reduced to zero or less toughness during
    this phase, it dies and cannot successfully live to the next turn because
    even if it regenerates, it will immediately die again. [D'Angelo 02/03/98]
  Note - Because the "at end of turn" step is played as a Series (see 
    Rule T.9), if any new ones are generated by the same player, they are
    immediately handled.  And once the current player ends their part of the
    series, any new ones for that player are simply ignored.
    [WotC Rules Team 10/03/96]
  Note - Remember to check for mana burn and players losing the game at the 
    end of the phase.  See Rule P.3.1.


T - Timing of Spells and Abilities
------------------------------------------------------------------------------

T.1 - Types of Spells and Abilities
  T.1.1 - The list of valid spell/ability types is: mana source, instant, 
    interrupt, sorcery, artifact, artifact creature, summon, enchantment,
    triggered ability, replacement ability, damage prevention, phase ability,
    phase cost, and untap cost.  [WotC Rules Team 10/06/97]
  T.1.2 - Artifacts (and artifact creatures), sorceries, summonings, and 
    enchantments can only be used during your main phase and only to start a 
    Batch (see Rule T.8) of spells and abilities. [Fifth Edition, Page 53]
    Such spells are sometimes referred to as "non-fast effects".
  T.1.3 - Instants may be used on either player's turn during the Upkeep,
    Draw, Main, and Discard phases, or during specific steps during the 
    Attack.  They may either start a Batch (see Rule T.8) or be added to a 
    Batch.
  T.1.4 - Sometimes a spell is played as a different type than the type
    printed on the card.  For example, sometimes an Instant, like 
    Healing Salve is played during damage prevention (see Rule T.10) as 
    a damage prevention spell.  It is still an instant for anything that
    checks the spell type, however. [WotC Rules Team 10/06/97]
    [Duelist Magazine #20, Page 35]
  T.1.5 - Damage prevention, phase ability, phase cost, and untap cost
    spells and abilities are played using the rules for instants.
    [WotC Rules Team 10/06/97]
  T.1.6 - Interrupts may only be played during the interrupt part of another
    spell or ability's life cycle (see Rule T.5). 
  T.1.7 - The ability of a permanent with an activation cost is played as 
    an instant unless otherwise stated on the card, or otherwise implied
    by its function.  For example, Llanowar Elves has an ability that 
    says it is a Mana Source, and the ability of Soul Net is clearly a
    triggered ability (see Rule A.8). [Fifth Edition, Page 25]
  T.1.8 - The ability of a land to generate mana is played as a mana source
    even if it does not say so on the card. [Fifth Edition, Page 6]  This is
    an exception to Rule T.1.7.
  T.1.9 - An "event" is an atomic action in the game.  It can also be defined
    as an uninteruptable timing step.  Announcing a spell or ability,
    declaring attackers or blockers, and the resolution of a spell or ability 
    are events (although a spell or ability's resolution may include multiple
    events, see Rule T.7.1). [bethmo 06/10/98]
  T.1.Ruling.1 - The timing rules do not distinguish between spells and
    abilities. [D'Angelo 02/03/98]
  T.1.Ruling.2 - Many players really want to know about the "speed" of a
    spell or ability.  The truth is that "speed" isn't a very important
    concept in Magic.  The type of a spell/ability really just determines 
    when it can be played rather than how "fast" it is.  Artifacts (and
    artifact creatures), summonings, sorceries, and enchantments are _not_ 
    slower to resolve than instants.  The only difference is when they can 
    be announced.  [D'Angelo 02/03/98]
  Note - Also see Fast Effect, Rule G.18.
  Note - Also see Mana Sources, Rule T.12.
  Note - Also see Triggered Abilities, Rule A.8.
  Note - Also see Replacement Abilities, Rule A.7.
  Note - Also see Lands, Rule K.17.

T.2 - Types of Effects
  T.2.1 - The effects of a spell or ability come in several types.  These are:
    continuous, one-shot, duration, and scheduled. [D'Angelo 02/03/98]
  T.2.2 - Spells and abilities with a "one-shot" effect are typically 
    announced and simply take an action when they resolve. [D'Angelo 02/03/98]
  T.2.3 - The effects of a "one-shot" effect are permanent unless otherwise
    stated on the card (which usually means the effect is actually a duration
    effect). [WotC Rules Team 09/22/95]  Many older cards have errata to deal
    with this change, so check the errata if something seems out of place.
  T.2.4 - A continuous effect typically results from the continuous ability
    (see Rule A.4) of a permanent in play.  Continuous effects are always
    being applied.  See Rule T.14 for details on what order to apply them.
  T.2.5 - Duration effects are usually created during the resolution of an
    announced spell or ability.  They say they last "until <some condition>"
    or "as long as <some condition>" is met.  Usually, this condition is a 
    time such as "until end of turn", but the condition can be more 
    complicated, such as "as long as the creature has at least one enchantment
    on it".  
  T.2.6 - During the duration of a duration effect, the effect is applied just
    as if it were a continuous effect. [D'Angelo 02/03/98]
  T.2.7 - If the duration of a duration effect is only until a certain 
    condition happens and that condition is met before the ability generating
    the effect resolves, the effect fails to happen in the first place. 
    [WotC Rules Team 08/05/97] [Duelist Magazine #20, Page 35]  For example, 
    if you take control of a creature with Seasinger, and the Seasinger is 
    untapped before the ability resolves, the ability fails to do anything 
    and you never get control of the creature.
  T.2.8 - A duration effect which lasts "until time T" ends right before that
     time starts, and right before handling things that happen at that time.
     So, if something lasts "until your next upkeep", it ends right before 
     handing "at beginning of upkeep" effects.  And if something lasts "until
     end of upkeep", it ends right before processing "at end of upkeep" 
     effects. [Aahz 01/30/97]
  T.2.9 - Scheduled effects are usually created during the resolution of an
    announced spell or ability.  They say they will "<do something> 
    at <some time>".  For example, "destroy this creature at end of turn" 
    or "draw a card at the beginning of your next turn".  Scheduled effects 
    are played in a Series (see Rule T.9) at the appropriate time along with 
    any phase abilities (see Rule A.5) played at that time. 
    [D'Angelo 02/03/98]
  T.2.10 - All effects on a permanent end when the permanent leaves play.
    [D'Angelo 11/07/96]
  T.2.Ruling.1 - The timing rules do result in some abilities or effects of
    spells and abilities being dealt with prior to others.  Roughly speaking,
    the hierarchy is: a) Continuous effects are applied at all times.  
    b) Playing a mana source (see Rule T.12), c) Replacement abilities,
    d) Rules Effects (see Rule T.13) are dealt with next.  e) Triggered 
    spells/abilities (see Rule A.8) are dealt with whenever they need to be.
    f) Announcing any other spell or ability is last. [D'Angelo 02/03/98]
  T.2.Ruling.2 - A continuous effect may modify how a permanent enters play.
    For example, Kismet will make land cards enter play in a tapped state.
    They do not enter play and tap afterwards. [WotC Rules Team 08/05/97]
  T.2.Ruling.3 - A continuous effect affects permanents as soon as they enter
    play.  For example, if Blood Moon is in play and a non-basic land is 
    played, the land enters play as its original land type but is changed to 
    a Mountain immediately.  If the permanent has any "comes into play" 
    triggered abilities (see Rule E.3) on it, or if any abilities trigger on
    the original land type entering play, those abilities still trigger. 
    [D'Angelo 10/03/96]
  T.2.Ruling.4 - A duration effect lasts its full duration even if the source
    of the effect leaves play or temporarily becomes unapplicable to the 
    effect. [Fifth Edition, Page 38]  For example, if Giant Growth is cast
    on an artifact creature, which then stops being a creature for a while,
    the +3/+3 will still be there if it becomes a creature before the end of
    turn when the duration effect ends.
  T.2.Ruling.5 - A duration or scheduled effect which waits until the "next
    upkeep" (or some similar relative time) will happen on the next applicable
    time.  So, if phases or turns are skipped, the effect will keep waiting
    until the appropriate time happens. [D'Angelo 11/07/96]
  T.2.Ruling.6 - A scheduled effect happens at the time specified even if the
    source of the effect left play or the original conditions that set up the
    effect no longer apply. [D'Angelo 02/03/98]
  T.2.Ruling.7 - A scheduled effect will do what it can at the specified time
    even if the effect would be meaningless on the target at that time.  
    Meaningless effects simply do nothing.  For example, you cannot give 
    damage to or change the power/toughness of a non-creature.  You may 
    however, give a +1/+1 counter to a non-creature.  Counters are always 
    meaningful even if their effects are not. [D'Angelo 10/03/96]
  T.2.Ruling.8 - Because of Rule T.2.10, a "do this at end of turn" can be
    avoided if the affected permanent leaves play by phasing out (see 
    Rule G.30.4). [Aahz 10/04/96]
  T.2.Ruling.9 - Cards which say an effect is "permanent" merely mean that 
    the effect does not wear off.  This is pretty much redundant since an 
    effect is permanent unless otherwise stated anyway.  But, it is important
    to remember that the word "permanent" does _not_ mean that the effect 
    cannot be overridden.  The effect can still be overridden. 
    [D'Angelo 10/20/97]
  Note - The term "immediately" is often used to describe how continuous 
    effects take effect, because nothing is faster than these kinds of 
    effects.

T.3 - Life Cycle of Spells and Abilities
  T.3.1 - The life cycle for a spell or ability can be charted out like this:
    1. Announcement -- Costs are paid.  Targets are chosen.  Choices are made.
    2. Interrupt Period -- A chance is given to use interrupts to counter
       or modify the spell or ability.  Mana sources do not have this step.
    3. Waiting for resolution -- When a spell or ability gets to this stage, 
       it is considered successfully "played", "cast" or "activated". 
       It is placed in a batch.  If it is being played in a Series (see 
       Rule T.9), the spell or ability cannot be responded to.  Mana sources
       do not have this step.
    4. Resolution -- Check targets at this time.  If a spell or ability's 
       targets are valid, then its effects take place, otherwise it "fizzles".
       If in a batch, resolve in last-in-first-out manner.

T.4 - Step 1: Announcing a Spell or Ability
  T.4.1 - This is also called "playing" a spell or ability.
  T.4.2 - When announcing a spell or ability, all costs (see Rule G.7 and
    Rule K.21) are paid, all targets are selected (see Rule G.41), and any 
    other decisions about how the spell or ability is being played are made.
  T.4.3 - You cannot start this step unless you have all the costs and 
    appropriate legal targets or choices. [Fifth Edition, Page 17]
  T.4.4 - During the announcement, the spell being cast is not considered
    part of your hand for purposes of choices made during announcement.
    [Fifth Edition, Page 15]  It is considered part of your hand for other
    reasons.  For example, if you announce Infernal Harvest with no other 
    cards in your hand, the swamps return to your hand at the same time the 
    Infernal Harvest leaves your hand.  There is no time when you have zero 
    cards in your hand. [WotC Rules Team 03/14/97]
  T.4.5 - A spell goes into "limbo" (see Rule Z.6) when it is announced and
    it is not considered to be in play or in the graveyard until it resolves.
    [Mirage, Page 60]
  T.4.6 - Decisions which require looking at any player's hand, looking in a
    player's library, and counting or otherwise comparing cards in play are 
    not made at this time.  These things are considered as "hidden
    information" and so these decisions wait until resolution. [Aahz 09/09/97]
    Added your own hand to the list. [DeLaney 03/30/99]
  T.4.7 - Counting of cards can happen during this step if it affects whether
    or not the spell or ability can be announced. [Visions FAQ 02/16/97]
  T.4.8 - Decisions which are made that affect neither how it is announced or 
    how it resolves are always delayed.  For example, what to do about 
    Mind Bomb damage or how many cards to draw during the upkeep following 
    Arcane Denial being used. [Duelist Magazine #13, Page 26]
  T.4.9 - Targets and other choices selected by the opponent are also made 
    during this step. But they are made after the current player makes any of 
    their choices.  [WotC Rules Team 06/27/96]
  T.4.10 - All characteristics of the source of an ability are "locked in" at
    this time. [Fifth Edition, Page 17]  
  T.4.11 - Any abilities that trigger (see Rule A.8) during this step are 
    saved up and handled at the beginning of the next step (see Rule T.5.1). 
    [Aahz 01/12/95]
  T.4.12 - Destroying or modifying the source of a spell or ability 
    after it is announced will never cause the spell or ability to fail or 
    change in any way.  [Fifth Edition, Page 17]
  T.4.Ruling.1 - Random choices are not made on announcement unless they are 
    part of the cost. [D'Angelo 10/03/96]
  T.4.Ruling.2 - Everything that happens during this step is considered to be
    simultaneous. [Mirage, Page 30]  If this gets confusing, consider it as if
    the state of the game were saved just as the step starts and that's what 
    you are playing against.  This means, for example, you can target the card
    you are sacrificing to pay the cost of an ability.
  T.4.Ruling.3 - This step is atomic.  Not even mana sources may be used 
    during the step.  This means you must draw any mana you need prior to
    starting the announcement.
  T.4.Ruling.4 - If the permanent is also the target of its own ability.  The 
    characteristics of itself as a target are checked on resolution as with
    any other spell or ability. [WotC Rules Team 02/01/98]
  T.4.Ruling.5 - To "play a card" is to either "announce" a spell or to put a
    land into play using the main phase special action (see Rule P.8.3).
    To "play an ability" is to "announce" the ability. [D'Angelo 01/18/99]
  Note - If more than one target is to be selected at the same time, the same
    target may not be selected more than once.  See Rule G.41.2.
  Note - A permanent cannot be acted upon as a permanent until it is 
    successfully resolved.  This means that the permanent will have its full 
    effect before you can do anything to it.

T.5 - Step 2: Interrupt Period
  T.5.1 - At the beginning of this step, any abilities that triggered (see
    Rule A.8) during the announcement, or which trigger on a spell or ability
    be "played" (or "cast" or "activated") are dealt with in a Series (see
    Rule T.9).
  T.5.2 - During this step, a spell is considered "being cast".  The term
    "being played" applies to both spells and abilities.
    [Fifth Edition, Page 52]
  T.5.2 - During this step, any number of Batches (see Rule T.8) of
    interrupts may be announced which target this spell or ability. 
    [Fifth Edition, Page 52]
  T.5.3 - For any Batches (see Rule T.8) announced during this step, the
    active player is the controller of the current spell or ability instead 
    of being the player whose turn it is. [Fifth Edition, Page 42]
  T.5.4 - If a spell or ability is Countered (see Rule G.8) during this
    step, it does not proceed to the next step and is not considered
    "successfully played" or "successfully cast". [Fifth Edition, Page 52]
  Note - See Rule K.16 for information on Interrupts.
  Note - Interrupts follow the standard life cycle steps, so they can 
    themselves be interrupted.  

T.6 - Step 3: Waiting for Resolution
  T.6.1 - At the beginning of this step, any abilities which trigger (see
    Rule A.8) on a spell or ability being "successfully played" or 
    "successfully cast" are dealt with in a Series (see Rule T.9).
    [Fifth Edition, Page 43]
  T.6.2 - If this is a Batch (see Rule T.8), then the spell or ability is
    placed into the current batch and can be responded to as appropriate.
    Interrupts can be used to respond to interrupts, and instants can be
    used in response to other kinds of batches.  If there are no responses,
    proceed to the next step.  Adding something to an existing batch is 
    called "responding to" a previous spell or ability.
  T.6.3 - If this is a Series (see Rule T.9), then nothing else happens in 
    this step.  Proceed to the next step.
  T.6.4 - Mana sources do not even stop in this step to handle the triggered
    abilities (see Rule A.8) for becoming "successfully cast".  Those happen
    along with the play and resolution triggers after the resolution is
    complete.

T.7 - Step 4: Resolution
  T.7.1 - This step can be charted out as follows:
    1. Recheck targeting conditions.
    2. For each part (called an "event", see Rule T.1.9) of the spell or 
      ability's resolution text (events/parts are separated by the word "then"
      in the text), do the following.
      a. Chance for replacement spells and abilities (see Rule A.7).  These
         happen in a Series (see Rule T.9).
      b. Resolve the event/part of spell resolution.
         If this is the last event and this is a spell which is to become a  
         permanent, put the card into play.  If this is the last event and 
         this is a spell which is not to become a permanent, put this card
         into the graveyard.
      c. Deal with Rule Effects (see Rule T.13).  These all happen 
         simultaneously.  Mana sources and replacement abilities (see 
         Rule A.7) can be used before resolving these.
      d. Deal with triggered abilities (see Rule A.8).  These happen in a 
         Series (see Rule T.9).
      e. Deal with Damage Prevention from the resolution.  See Rule T.10.
         Note that this does not happen if already in a Damage Prevention 
         step (see Rule T.10.9).
  T.7.2 - At the start of this step the spell or ability rechecks any 
    targeting conditions it has.  If it has any targets and all the targets 
    are illegal, the spell or ability fizzles (see Rule G.19) and does 
    nothing, not even its untargeted portions (and if it was to become a 
    permanent, it is put into the graveyard instead).  If it has no targets 
    or at least one target is legal, the effect proceeds to happen normally 
    but does nothing with regards to any targets which are illegal.
  T.7.3 - Between each event/part, you deal with any triggered effects and 
    damage caused by that event/part, then mana sources and replacement 
    abilities can be used prior to the next event/part (if any).  
    [WotC Rules Team 07/03/97] [WotC Rules Team 08/05/97] 
    [Duelist Magazine #20, Page 34]
  T.7.4 - If the resolution includes some condition under which the effect 
    will end, and that condition is met on resolution, then the effect does 
    not happen at all.  These spells and abilities are usually written using
    "as long as" in the text. [WotC Rules Team 08/05/97] 
    [Duelist Magazine #20, Page 35]  For example, Seasinger gives you 
    control of a creature "as long as Seasinger is tapped".  If the Seasinger
    is not tapped upon resolution, then the control gain fails to happen.
  T.7.5 - Spells and abilities always resolve as completely as possible.  A 
    spell or ability that says "Do one thing.  Do another" or one that says 
    "Do one thing and do another" will do both effects even if one effect 
    fails. [Duelist Magazine #5, Page 22]  This rule is limited by Rule T.7.2.
  T.7.6 - If the spell or ability checks any aspect of a permanent in 
    play (including the source), it does so during resolution.  These
    values are looked up as needed (see Rule K.4.5).  For example, when you 
    use the ability of Prodigal Sorcerer, it puts "Prodigal Sorcerer deals
    1 damage to target creature or player" into the batch.  On resolution, 
    the color of the Prodigal Sorcerer is looked up to determine the color of
    the damage that is done. [WotC Rules Team 10/18/98]  This is a big 
    REVERSAL.  Characteristics of the source used to not be looked up again.
  T.7.7 - A spell or ability has its own characteristics (see Rule K.4.4), and
    anything which checks the characteristics of the ability will not recheck
    the permanent.  Very little checks the ability.  Most things check the 
    source, so this won't matter very often.  [D'Angelo 10/22/98]  Note that
    the check for valid targeting from Protection from Color is done by
    checking the color of the ability, not the source. [DeLaney 11/14/98]
  T.7.Ruling.1 - The validity of the target is checked right at the beginning
    of this step and is not checked again.  If a target is removed or made 
    invalid after the start of resolution, then resolution continues anyway.
    [Aahz 08/04/97]
  T.7.Ruling.2 - An event/part in a spell or ability's resolution may include
    multiple instructions which are to be done in order. [Aahz 08/05/97]
  T.7.Ruling.3 - If a resolution includes repetition, each repetition is only 
    a separate event/part if the word "then" shows up.  Otherwise, they all
    happen in one event/part. [Duelist Magazine #20, Page 34]
  T.7.Ruling.4 - Continuous abilities (see Rule A.4) and triggered abilities
    (see Rule A.8) are checked after each part/event of the resolution.  
    [WotC Rules Team 08/05/97]  [Duelist Magazine #20, Page 34]  For example,
    a Sea Serpent will trigger a "bury itself" ability if at the end of a
    part/event in the resolution you had no islands, and this effect will 
    happen even if you would get some islands before the end of the complete
    resolution.
  Note - See the targeting (Rule G.41) section for more information.
  Note - Once resolution of a Batch (see Rule T.8) starts, no additional 
    spells or abilities may be announced (and added to that Batch) until all
    spells and abilities in the batch have been resolved.  See Rule T.8.8.
  Note - Damage from an event/part is dealt with in a separate damage 
    prevention step (see Rule T.10) from damage due to triggered 
    abilities (see Rule A.8). [Aahz 08/25/97]
  Note - The Series (see Rule T.9) for replacement abilities (see Rule A.7) 
    and the Series for triggered abilities (see Rule A.8) allow mana sources 
    to be used at these times.  [Aahz 08/04/97]

T.8 - Batch
  T.8.1 - The timing for a batch looks like this:
    [Fifth Edition, Page 25]
    1. The active player may announce a spell or ability legal at this time:
      a. Chance for mana sources by active player.
      b. The active player may play spell or ability (through life cycle steps
         1 and 2) and add it to the batch.  Not playing something is called
         "yielding priority".
      c. Goto 1 if something is announced in 'b'.
    2. If the active player yeilds priority, the other player may announce a
      spell or ability legal at this time:
      a. Chance for mana sources by other player.
      b. The other player may play spell or ability (through life cycle steps 
        1 and 2) and add it to the batch.  Not playing something is called
        "yielding priority".
      c. Goto 1 if something is announced in 'b'.
    3. Once both players yields priority, if there are any spells or abilities
      in the batch, start resolving the batch.  If there are no spells or 
      abilities in the batch, end the current phase (or other appropriate time 
      interval).
  T.8.2 - The active player is the player whose turn it is, except during 
    batches of interrupts (see Rule T.5.3), when it is the player whose
    spell is being interrupted.
  T.8.3 - When there is currently nothing in the batch, the game is said to
    be in a "neutral state". [Fifth Edition, Page 41]
  T.8.4 - For non-interrupt batches, either player may play instants in the 
    batch.  In addition, during the main phase the player whose turn it is
    may start a batch with a Sorcery, Artifact, Artifact Creature, 
    Enchantment, or Summoning.
  T.8.5 - For interrupt batches, only interrupts may be played by either
    player.
  T.8.6 - Adding something to an existing Batch is called "responding" to
    a spell or ability.
  T.8.7 - Batches resolve in last-to-first order.  This means the last 
    played spell or ability actually resolves (see Rule T.7) first.  Then the 
    next to last, and so on. [Fifth Edition, Page 41]  This can result in
    things being different than you expect sometimes, but it works to allow
    the responding player to get an advantage.
  T.8.8 - While a Batch is resolving, neither player may play any new spells
    or abilities into the batch.  They must wait for the complete resolution
    of the batch, then they may start another batch if desired.
    [Fifth Edition, Page 41]  Note that triggered abilities (see Rule A.8) and
    other things may be played as appropriate.  See Rule T.7.
  T.8.Ruling.1 - Either player can end up starting a batch, but the active
    player always has priority.
  Note - A player cannot "yield priority" (meaning skipping the chance to
    play something in a batch) if they have any mandatory abilities to deal
    with in that phase.  See Rule A.5 for phase abilities and Rule A.6 for
    phase costs.

T.9 - Series
  T.9.1 - The timing for a Series looks like this:
    1. The active player plays any number of the appropriate spells or 
      abilities.
      a. Chance for mana sources by active player.
      b. The active player may play and resolve a spell or ability with no 
         chance to respond.
      c. If played something in 'b', goto 1.
    2. The other player plays any number of the appropriate spells or 
      abilities.
      a. Chance for mana sources by other player.
      b. The other player may play and resolve a spell or ability with no 
         chance to respond.
      c. If played something in 'b', goto 2.
  T.9.2 - Exactly what spells or abilities are legal in a Series is defined
    by the timing step which initiates the Series.
  T.9.3 - Any specific spell or ability may be played only once in a given
    Series. [Fifth Edition, Page 40]  The time for interrupts and the time
    for additional Series during the playing of a spell or ability in the 
    Series, is not considered as part of the Series for this rule.
    [Aahz 09/18/97]
  T.9.4 - A given ability may be played only once during any given series.
    If the ability is countered, you cannot use that same ability again for 
    that same series, but you can use other abilities which do the same thing.
    For example, if a Clay Statue's built-in regeneration is Rusted, 
    you cannot use its built in ability again, but you can use Death Ward.
    [Aahz 07/03/97]  
  T.9.5 - When in a Series of replacement abilities (see Rule A.7), an
    ability may alter the upcoming effect.  If this happens, the current
    Series is ended and a new one is started. [Aahz 09/18/97]  This gives 
    both players a chance at the effect again and allows a given spell or
    ability to be used again.
  T.9.6 - During Series in which begin/end of phase abilities (see Rule A.3)
    are being dealt with, if any new abilities of the appropriate type which
    are introduced are added to the current Series, so they have to be dealt
    with as well.  This interacts with Rule T.9.1, in that once the active 
    player's turn is done, you do not go back.  This means that once you 
    start dealing with the other player, anything added to the active player 
    is simply ignored. [Duelist Magazine #15, Page 28]
  T.9.Ruling.1 - Once the active player is done with a Series, you never go
    back to that active player for this Series, even if new things are added.
    [Fifth Edition, Page 40]
  Note - See Rule G.21 for information on infinite loops.

T.10 - Damage Prevention Step
  T.10.1 - The Damage Prevention Step can be charted out like this:
    [Fifth Edition, Page 50]
    0. Damage Assignment - Right before the damage prevention step, damage 
      is "assigned".  Any choices about how the damage is assigned are made
      first, then apply replacement effects (such as Furnace of Rath) that
      modify the assignment.
    1. Beginning of Damage Prevention - Play all abilities which either
      trigger on damage being "assigned", or which automatically prevent
      damage.  Play these as a Series (see Rule T.9).
    2. Main Part of Damage Prevention - Play any number of Batches (see 
      Rule T.8) of spells and abilities which either prevent or redirect
      damage.
    3. End of Damage Prevention - Play all abilities which automatically
      redirect damage or which say they are played at the end of damage
      prevention.  Play these as a Series (see Rule T.9).
    4. Damage is Successfully Dealt - Play all abilities which trigger on
      damage being "dealt".  Play these as a Series (see Rule T.9).
    5. Remove Dead Creatures
      a. Play any Regeneration (see Rule G.32) spells and abilities on 
        creatures with lethal damage.  Play these in a Series (see Rule T.9).
      b. Destroy any creature with lethal damage (see Rule K.12.4), and
        damaged players lose 1 life for each point of damage done to them.
        This is all done simultaneously.
    6. Play all abilities which trigger on creatures being destroyed.
       Play these as a Series (see Rule T.9).
  T.10.2 - A damage prevention step only happens if damage is assigned to
    something by a spell or ability resolving, or by combat.
    [Fifth Edition, Page 50]
  T.10.3 - Only spells and abilities which prevent or redirect damage may be
    played during the main part of damage prevention. [Fifth Edition, Page 52]
    Also mana sources and interrupts to any legal spells. [D'Angelo 08/04/98]
  T.10.4 - If multiple creatures and/or players are damaged at one time, they
    are all handled in one damage prevention step. [Fifth Edition, Page 50]
  T.10.5 - If a single creature or player is damaged multiple times by a
    single source during the resolution of a spell or ability (or part thereof
    if it has multiple parts), then treat it as if the spell or ability 
    damaged the player only once for the sum of the damage dealt. 
    [Fifth Edition, Page 50]
  T.10.6 - Damage redirected during step 3 is not considered successfully 
    "dealt" during this damage prevention step. See Rule T.10.11. 
    [Fifth Edition, Page 51]
  T.10.7 - If the permanent is no longer a creature at the start of damage
    prevention, the damage is never assigned and is just ignored.
    [Aahz 11/08/96]
  T.10.8 - If the permanent is no longer a creature at the end of damage
    prevention, the damage still does become successfully dealt, and effects
    due to damage will still happen if they make sense, but the target is 
    considered to have zero power and toughness for any abilities that care
    about such.  [Aahz 11/08/96]  For example, El-Hajjaj will deal give 
    you zero life since the toughness is zero.  But Spirit Link still works
    since it does not care about the toughness of the thing it damages.
  T.10.9 - New damage created during steps 1 and 2 is added to the current 
    damage prevention step. [Fifth Edition, Page 51]  This means that any 
    spells or abilities during the damage prevention step do not get their
    own damage prevention step.
  T.10.10 - If any new damage is assigned during steps 1 and 2, play all 
    abilities which would be played at the Beginning of Damage Prevention  
    upon the new damage.  Play these as a Series (see Rule T.9). 
    [Fifth Edition, Page 52]
  T.10.11 - Damage created during step 3, 4, 5 or 6 is collected and handled
    in a new Damage Prevention step which immediately follows step 6. 
    [bethmo 03/31/98]
  T.10.12 - If an effect deals damage but gives a way to prevent that damage,
    the prevention is played during Damage Prevention and not during the
    resolution of the effect. [WotC Rules Team 07/03/97]  For example, 
    Mind Bomb's discard to prevent damage is playable during the Damage
    Prevention following its resolution.
  T.10.13 - If a spell or ability enables you to divide damage among several
    creatures and/or players, divide the damage first before starting any
    effects which happen when damage is assigned. [WotC Rules Team 10/18/98]
  T.10.Ruling.1 - A damage prevention step happens even if there is no chance
    of preventing the damage.
  T.10.Ruling.2 - Spells and abilities which do not prevent or redirect damage
    may not be used because of Rule T.10.3.  This means you cannot use 
    Giant Growth, Unsummon, or other tricks to save a creature at this 
    time.
  T.10.Ruling.3 - Destroying or burying a permanent does not cause a damage 
    prevention step.
  T.10.Ruling.4 - Reducing a creature's toughness to where it has "lethal 
    damage" (see Rule K.12.4), does not cause a damage prevention step. 
  T.10.Ruling.5 - Tapping a blocking creature at this time to use a damage 
    prevention ability is legal and will not undo the damage the blocker 
    already did.  [Duelist Magazine #5, Page 37]
  T.10.Ruling.6 - Protection from Color (see Rule A.24) is considered an
    automatic damage prevention ability.
  T.10.Ruling.7 - Veteran Bodyguard, Martyrs of Korlis, and Soul Echo
    have automatic damage redirection abilities.
  T.10.Ruling.8 - Ali from Cairo and Sustaining Spirit have abilities 
    played at the end of damage prevention.
  T.10.Ruling.9 - Hypnotic Specter and Spirit Link have abilities that 
    trigger on damage being successfully "dealt".
  T.10.Ruling.10 - Urza's Saga uses a different set of notations than
    previous sets did.  Previously, damage was "assigned" at the start of
    damage prevention and was "dealt" if not prevented.  Cards now use "dealt"
    for the assignment and "successfully dealt" if not prevented.  This
    file uses the older notation and the affected Urza's Saga cards have notes
    on them for how to read them that way. [D'Angelo 10/12/98]
  T.10.Ruling.11 - Continuous replacement abilities (see Rule A.7.5) which 
    apply to damage being assigned are applied before any abilities that
    trigger on damage being assigned. [D'Angelo 11/03/98]  For example,
    Furnace of Rath.
  T.10.Ruling.12 - If a continuous replacement ability (see Rule A.7.5) 
    affects damage to multiple places, you process its effect on every place
    at one time.  Thus, you cannot order the replacements differently for
    one place over another. [bethmo 11/24/98]
  T.10.Ruling.13 - Because creatures are destroyed and you lose life due to
    damage at the same time (see Rule T.10.1, step 5b), an Ali from Cairo
    can help you at the same time it is being destroyed, and a Worship
    can help you at the same time your last creature is being destroyed.
    [bethmo 11/24/98]
  T.10.Ruling.14 - Creatures are not checked for lethal damage until 
    sub-step 5.  Sub-step 5a is the chance to use replacement abilities on
    the creature's death and 5b is the actual death. [bethmo 12/21/98]
  T.10.Ruling.15 - Sub-steps 4, 5, and 6 are all done during the damage
    prevention step, even though they are listed after a step that is 
    named "end of damage prevention".  [D'Angelo 12/22/98]
  Note - Loss of life is not damage and cannot be prevented or redirected.
    See Rule G.24.

T.11 - Interrupts
  T.11.1 - Interrupts always target a spell or ability which is currently
    "being played" or "being cast". [Fifth Edition, Page 42]  See Rule T.5 
    for when this is true.
  T.11.2 - Interrupts follow the standard life cycle (see Rule T.3), so they
    can be interrupted.
  T.11.3 - An interrupt which modifies the color, target, or wording of a
    spell can change how the spell will resolve.  
  T.11.4 - An interrupt fizzles (see Rule G.19) if the spell or ability it 
    is targeting has been countered (see Rule G.8) before it resolves.
    [Fifth Edition, Page 42]
  Note - Changing or destroying the source of an ability after it is announced
    does not alter or stop the ability.  See Rule T.4.12.
  Note - All interrupts which can target a permanent say they are played as 
    instants when doing so.

T.12 - Mana Sources
  T.12.1 - Mana source spells and abilities can be played by a player whenever
    they have priority to announce something. [Aahz 01/17/97]  Basically, if 
    there is a chance you might need mana at a given time, the rules allow 
    you to use mana sources at that time.
  T.12.2 - It is not possible to play mana source spells and abilities during 
    the middle of any other game action.  The only exception is that some
    spells and abilities use the word "then" in their card text to separate
    its resolution into multiple parts.  When this happens, mana sources may
    be used between those parts.
  T.12.3 - Mana sources do not go through the normal spell life cycle.  They
    resolve immediately after they are announced.  Their timing looks like
    this: [WotC Rules Team 07/03/97]
    1. Announcement -- Costs are paid.  Targets are chosen.  Choices are made.
       See Rule T.4 for details.
    2. Resolution -- Check targets at this time.  If a spell or ability's 
       targets are valid, then its effects take place, otherwise it "fizzles".
       See Rule T.7 for details on how resolution works.
  T.12.4 - This timing results in all the triggered abilities (see Rule A.8) 
    from the spell/ability played, being "successfully cast/played", and
    resolving being played in the same Series (see Rule T.9).
    [Duelist Magazine #15, Page 28]  
  T.12.5 - No spell, ability, or effect can prevent a mana source spell or
    ability from being played. [WotC Rules Team 10/06/97]  Note that normal
    game rules such as summoning sickness (see Rule G.39) and phase costs
    (see Rule A.6) can prevent them, however. [Aahz 10/09/97]
  T.12.Ruling.1 - The cost of a mana source spell/ability can be modified. 
    [Aahz 10/07/97]
  T.12.Ruling.2 - Triggered abilities which try to counter a spell, such as 
    Nether Void, will fizzle when they try to counter a mana source, since
    the mana source is no longer "being cast".  This is because of 
    Rule T.12.4.  [Duelist Magazine #15, Page 28]
  Note - Tapping a land for mana is always done as a mana source even if it 
    does not say so on the land.  See Rule K.17.2.
  Note - Lands themselves are not considered mana sources.  See 
    Rule K.17.Ruling.2.
  Note - There are only a few spells of type Mana Source, including
    Burnt Offering, Culling the Weak, Dark Ritual, Sacrifice,
    and Songs of the Damned.

T.13 - Rule Effects
  T.13.1 - Some rules in the game are played much as if they were triggered
    abilities.  These are called Rule Effects.  For example, if a duplicate
    Legend enters play, the new one is buried (See Rule K.19.1).  
    [WotC Rules Team 03/14/97]
  T.13.2 - Rule effects are applied after continuous effects but before 
    dealing with triggered abilities.  They are checked at all times when
    triggered abilities can happen. [WotC Rules Team 08/05/97]
    [Duelist Magazine #20, Page 35]
  T.13.3 - The burial of enchantments because their targets are not valid
    is considered a Rule Effect. [WotC Rules Team 03/14/97]
  T.13.4 - Marking a creature as dying due to lethal damage is a Rule Effect.
    [WotC Rules Team 08/05/97] [Duelist Magazine #20, Page 35]
  T.13.5 - All Rule Effects that happen because of a particular action or
    part/event are dealt with simultaneously. [Aahz 08/10/97]
  T.13.Ruling.1 - Rule Effects do not check their conditions during the middle
    of resolution of a spell or ability.  They only check when triggered 
    abilities are about to start. See Rule T.13.2.  For example, if an effect
    makes someone discard 7 cards and draw 7 cards in that order in one 
    part/event of a resolution, the rule trigger will not mark a Maro card
    as dying since you have enough cards at the end of the part of the 
    resolution.  But if the discard and draw are in different parts/events of
    the resolution (separated by the word "then"), Maro could die between the
    two parts/events of the resolution.
  T.13.Ruling.2 - Rule Effects are not controlled by any player.
    [WotC Rules Team 03/31/98]
  T.13.Ruling.3 - They are played just after cards phase in (see Rule G.30).
    [D'Angelo 05/28/98]
  T.13.Ruling.4 - There is a chance to use mana sources and replacement
    abilities (see Rule A.7) prior to resolving Rule Effects.
    [D'Angelo 07/16/98]

T.14 - Order to Apply Effects
  T.14.1 - The simple rule of effects is that effects are applied in the 
    order they enter play. [Fifth Edition, Page 35]  This means that a more
    recent effect may override an older one.  For example, if a creature has
    Earthbind on it and then Flight is played on it, the creature will 
    be Flying because Flight is the newer effect.
  T.14.2 - In some cases, the simple rule isn't enough.  The more complete
    rule is that if an effect depends on checking a characteristic, you first 
    must evaluate anything which changes that characteristic, unless doing so
    forms a loop of effects.  When effects of any kind conflict or when 
    dependencies form a loop, the order in which the abilities were played 
    decides the order in which their effects are applied. 
    [WotC Rules Team 02/01/98]  For example, Kormus Bell turns all Swamps 
    into creatures, even lands that become Swamps after it is played.  
    Crusade gives +1/+1 to all white creatures, even those that become 
    white or creatures after Crusade is played.  Humility turns all 
    creatures into 1/1 creatures with no abilities even if they become 
    creatures after Humility is played.
  T.14.3 - If an effect checks and changes the same characteristic, it is not
    considered to be depending on that characteristic for use in Rule T.14.2.
    [D'Angelo 02/03/98]  For example, Conversion checks the type of a land
    to see if it is a Mountain and then changes the type to Plains.  
    Conversion is ordered as a change effect, so a newer Phantasmal Terrain
    effect will be able to change a land into a Mountain without being changed
    by Conversion.
  T.14.4 - For purposes of these rules, each permanent considers its built-in
    abilities to be the oldest effect upon itself. [Fifth Edition, Page 36]
    This means that if an enchantment says that all creatures lose Flying, a 
    Flying creature that was in play before, or enters play after this 
    enchantment entered play, will still lose Flying.
  T.14.5 - Changing the base power/toughness or base abilities of a card will
    not change the "when it entered play" time for that cards effects.
    [D'Angelo 11/07/96]  For example, a Keldon Warlord's power/toughness 
    are recalculated, but are still considered to be built in.  
  T.14.6 - Changing a permanent's text with Sleight of Mind or 
    Magical Hack does not change the base card, but it is ordered before 
    other effects due to Rule T.14.2.
  T.14.Ruling.1 - The rules for the order to apply effects apply to spells,
    abilities, enchantments, and duration effects equally.  All of these are 
    simply effects and are considered all together. [bethmo 06/29/94]
  T.14.Ruling.2 - If the source of an effect is removed or changed, re-apply 
    the effects using the rules to discover the new outcome.  If the removed 
    effect was one that changed a characteristic, side-effects may result.
    [bethmo 06/29/94]  For example, if you cast a Conversion enchantment to 
    change all Mountains into Plains and then used Magical Hack on a second 
    Conversion enchantment 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.
  T.14.Ruling.3 - When a card phases in (see Rule G.30), its effect is 
    considered to be a new one entering play. [Aahz 11/08/96]
  T.14.Ruling.4 - A permanent with a built-in conditional ability is still 
    considered to have that ability as a base ability.  For example, if it
    had "As long as this card is untapped, it gains Flying", it would act as
    if Flying were in its base abilities while it was untapped and as if it
    were not when it was tapped.  [Aahz 08/10/97]
  T.14.Ruling.5 - If the permanent has a conditional ability that affects
    other cards (possibly including itself), the effect of ability is 
    considered to enter play when the permanent does. [Aahz 08/10/97]  For 
    example, if it said "All untapped creatures gain Flying", then that 
    ability would be applied using the normal order-to-apply-effects rule
    even when applying to itself.

T.15 - Play As A...
  T.15.1 - When a spell says "Play this as a <spell type>", then the spell 
    can be played at any time the <spell type> can be played, but the spell
    is still considered to be its actual type.  [WotC Rules Team 08/05/97]
    [Duelist Magazine #20, Page 35]  For example, Hydroblast is an
    Interrupt which is played as an instant when targeting a permanent in 
    play.  When Hydroblast is targeting a permanent, it can be played any time
    Instants can be played, but it is considered to be a spell of type
    Interrupt even when cast this way.
  T.15.2 - When an ability says "Play this ability as a <spell type>", then
    the ability actually is of that type in all ways.  It affects when the
    ability may be announced, and the type of the ability.
    [WotC Rules Team 08/05/97] [Duelist Magazine #20, Page 35]  For example,
    when Amulet of Unmaking's ability is played, it is a sorcery ability
    in all ways.  It is still an ability and not a spell, however.
  T.15.Ruling.1 - "Play this as an instant" and "play this whenever you could
    play an instant" means the same thing.  Don't read more into the wording.
    [Aahz 09/29/97]
  Note - This is one of the few rules where spells and abilities are treated
    differently.

T.16 - Timing Conflicts
  T.16.Ruling.1 - The timing rules are explicit about who can announce 
    something and when they can announce it, but following all the rules 
    strictly can be nearly impossible given the need to play a game smoothly
    and quickly.  Thus, conflicts can happen.
  T.16.Ruling.2 - "I'm done" always means "I'm done unless you do something 
    else".  If the player does something, then you continue as if you never 
    said you were done.  Anything legal at that time is still legal. 
    [bethmo 1994]  Be careful about the use of this phrase since it is often 
    unclear if you are done with a batch of spells, done with the main phase
    or done with your turn.
  T.16.Ruling.3 - If the current player skips on to a new phase when the
    opponent wanted to announce something, or a player announces multiple 
    spells/abilities at one time without allowing a chance to make a legal 
    response, or the opponent announces something when the current player was
    going to do so, then you should back up the game and continue from the 
    point where the goof-up occurred.  Players are not bound to follow the 
    same set of actions they did after that time. You should stop the game as 
    soon as possible by jumping in with a "Wait!  I want to do something".  
    Letting something pass without saying "Wait" is quiet agreement with what
    they did.
  T.16.Ruling.4 - If the opponent announces something without first getting 
    the current player to say (or otherwise indicate) they are not doing 
    something, this is technically an illegal move and should be taken back.
    The most common way to deal with this, however, is for the current player
    to get the choice of saying that they want to do something and force the 
    other player to take back their action, or to let the opponent's action 
    stand and announce whether or not they want to respond.  This is pretty 
    much equivalent in the outcome to taking it back and then having the 
    current player say "I'm not doing anything, go ahead and play that again."
    [D'Angelo 02/12/97]
  T.16.Ruling.5 - You cannot make someone back up because you forgot to do 
    something, even if it is something you "usually do".  They may allow you 
    to in friendly play if they want but they are not bound to do so, and
    are in fact not allowed to do so during tournaments.
  Note - Strictly speaking you have to notify your opponent at every point 
    what you are doing with things like "I'm announcing this spell, do you 
    want to interrupt it", "I'm done with this Batch, do you want to add
    anything to it before it resolves", and "I'm done with the xxxx phase,
    do you want to do anything".  This is very annoying and breaks up game
    play, but if you are having problems with a given player, fall back on
    this until you learn to deal with each other.


U - Unglued
------------------------------------------------------------------------------

U.1 - Humor
  U.1.1 - Unglued was designed to be funny.  Keep that in mind.
  U.1.2 - It is very unlikely that you'll manage to get the NetReps or 
    Customer Service to agree on some rulings for these cards. So, if there
    are two or more rulings from official people out there, use the one
    that you think will be funniest.  In Arena, the Arena judge chooses.  In
    friendly play, agree amongst yourselves, or toss a coin. 
    [Barclay 08/13/98]

U.2 - Token Cards
  U.2.1 - Some cards have a picture and no text.  These are intended for use
    to represent token creatures for you so you don't have use coins, glass
    beads, kittens, pick-up trucks, or other handy objects. [QAS 09/09/98]
  U.2.2 - When using one of these to represent a token creature, they count
    as tokens, not cards. [QAS 09/09/98]

U.3 - Other
  U.3.1 - A teammate is a player who shares a victory condition with you.
    In other words, you both work together to win and win as a team.
    [QAS 09/09/98]  Partnership and Emporer formats have teammates.  Grand
    Melee and normal two-player games do not.
  U.3.2 - When judging if a person performed a subjective task correctly,
    use your best judgement.  An honest attempt which falls a little short
    should not be penalized. [QAS 09/09/98]  Subjective tasks include 
    rhyming, doing an action for Bureaucracy, complimenting an opponent,
    etc.
  U.3.3 - Any random source with the same odds can replace a coin toss or
    die roll. [QAS 09/09/98]  But the replacement still counts as its
    original type.  For example, rolling a die to simulate a coin counts as 
    a coin flip and not a die roll. [D'Angelo 09/09/98]
  U.3.4 - You cannot target a player in a different game. [QAS 09/09/98]
  U.3.5 - If you rip up or mark a card in a tournament because you are 
    required to do so by a spell or ability, your deck is not made illegal.
    Instead, before the next game, you must bring your deck back up to 60
    cards by borrowing from your sideboard (if your sideboard has any more
    cards and if your deck fell below 60). [QAS 09/09/98]
  U.3.6 - If you are required to remove cards from your deck or sideboard
    for the duration of a match a tournament, your deck is not made illegal.
    Instead, before the next game, you must bring your deck back up to 60 
    cards by borrowing from your sideboard (if your sideboard has any more 
    cards and if your deck fell below 60). [QAS 09/09/98]
  U.3.Ruling.1 - You cannot use a coin with two heads (or tails) or a die
    which does not have 6 different values, as per Rule U.3.3.
    [D'Angelo 10/23/98]


Z - Zones of Play
------------------------------------------------------------------------------

Z.1 - Zones of Play
  Z.1.1 - There are 8 zones in Magic.  The zones are: Hand, Graveyard, 
    Library, Territory (also called "In Play"), Out of Game, Phased Out, 
    Ante, and Limbo.  [Oracle 07/01/98]
  Z.1.2 - Each player has their own version of each zone, with the exception
    of the Territory (also called "In Play") zone, which is shared by all
    players. [Duelist Magazine #18, Page 55]
  Z.1.3 - If a card (or token) moves from one zone to another, it forgets 
    everything about what it was doing and any effects which were upon the 
    card lose track of it. [Fifth Edition, Page 61]  For example, a card in
    the graveyard does not know if it was ever in play or if it just got
    discarded to end up there.  Rule Z.6.3 and Rule Z.8.3 outline two
    exceptions to this rule.
  Z.1.4 - If more than one card is moved from one zone to another by a single
    effect, all those cards move simultaneously.  If the new zone requires
    some sort of ordering (as with the Graveyard and Library), the controller
    of that zone decides in what order to place the cards.
    [Duelist Magazine #18, Page 55]
  Z.1.5 - If a card or token is sent to the Hand, Graveyard, Library, or
    Ante zone, it always goes to its owner's version of that zone. 
    [Mirage, Page 61]
  Z.1.Ruling.1 - If a permanent in play has an effect on it such as "return to
    owner's hand at end of turn", that effect will end as soon as the 
    permanent leaves play. See Rule Z.1.3. [D'Angelo 02/03/98]
  Z.1.Ruling.2 - An ability which triggers on a card (or token) moving from 
    one zone to another can remember information about the card (or token) in
    the previous zone. [D'Angelo 02/03/98]  See Rule A.8.7 and Rule A.8.8.
  Z.1.Ruling.3 - An ability that triggers on something going from one zone 
    to another is not resolved until after the something gets to its target 
    zone. [Mirage, Page 61]

Z.2 - Ante
  Z.2.1 - Magic can be played for "ante".  This means that you are playing 
    for the ownership of one (or more) of your opponent's cards.
    [Mirage, Page 55]
  Z.2.2 - When playing for ante, after shuffling and cutting the decks prior
    to playing a game, the top card off each deck is put into the Ante.
    The winner of the game gets property ownership of these cards.
    [Mirage, Page 55]
  Z.2.3 - Any card which refers to a player's ante, refers to all cards they
    currently have in the ante zone. [Mirage, Page 55]
  Z.2.4 - Unless the game is specifically played with hidden ante, the ante 
    cards can be examined by either player at any time. [Mirage, Page 55]
  Note - Ante is not normally used in tournament environments.
  Note - Ante is commonly used in limited play environments as a kind of
    forced trading, and as a reward for good play.
  Note - Some places consider ante a form of gambling and so it is disallowed
    in those places.  

Z.3 - Graveyard
  Z.3.1 - The graveyard is where cards go when they are discarded from a 
    player's hand or when they are destroyed, buried, or sacrificed while
    in play. [D'Angelo 02/03/98]
  Z.3.2 - The graveyard is also called the discard pile. [Mirage, Page 59]
  Z.3.3 - The graveyard has an order to it.  All cards that enter the 
    graveyard are placed on top of it.  [Mirage, Page 59]  Because of this 
    and Rule Z.1.4, if more than one card is to be placed in at a time, the 
    owner of that graveyard decides the order the cards get stacked in.
  Z.3.4 - Information about the graveyard is public.  All players have the
    right to know what cards are in every player's graveyard and what order
    they are in. [Mirage, Page 59]
  Z.3.5 - Abilities of cards in the graveyard cannot be used and have no
    effect on the game unless the card specifically says they do.  For 
    example, the Nether Shadow has an ability which can be played while it
    is in the graveyard, but the White Knight does not have Protection from
    Black while in the graveyard. [D'Angelo 02/03/98]
  Z.3.Ruling.1 - Any token sent to the graveyard is removed from the game
    just after they get there but immediately before anything else in the 
    game can happen.  See Rule K.25.6. [D'Angelo 02/03/98]
  Z.3.Ruling.2 - 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.  This includes removal of any 
    choices about the card, any alterations via spells like Magical Hack,
    any counters on the card, and so on. [Mirage, Page 59]
    See Rule Z.1.3.
  Z.3.Ruling.3 - If something goes to the graveyard then comes back, it is 
    considered a new card since it forgot its past when it went to the 
    graveyard. [bethmo 05/03/94]  See Rule Z.1.3.
  Z.3.Ruling.4 - If a card talks about a "creature card in the graveyard", it
    is referring to any Summon card or Artifact Creature card.  See  
    Rule K.11.Ruling.1.
  Z.3.Ruling.5 - Spells and abilities which allow you to select cards in your
    graveyard are usually targeted. [Aahz 06/18/95]
  Note - Each player starts the game with an empty Graveyard.
  Note - When a card is brought from the graveyard directly into play,
    see Rule G.31.

Z.4 - Hand
  Z.4.1 - A player's hand is where they keep cards which they may cast or 
    play. [D'Angelo 02/03/98]
  Z.4.2 - The number of cards in a player's hand is public information.  All
    players have the right to know this number.  But they do not get to know
    what cards you hold (unless a spell or ability says otherwise). 
    [Mirage, Page 59]
  Z.4.3 - Spell cards being announced are considered to not be in your hand 
    for purposes of target selection, sacrifices, and other things related to
    casting the spell.  For all other reasons, such as for the power/toughness
    of Maro, the spell card is still in your hand until the spell 
    announcement is complete. [Duelist Magazine #18, Page 28]
  Z.4.Ruling.1 - You always get to know what cards an opponent sees when they
    look at cards from your hand. [D'Angelo 02/10/97]
  Z.4.Ruling.2 - You are not allowed to show cards in your hand to other 
    players. [Aahz 03/04/97]
  Note - Each player starts the game with 7 cards in their hand.  
    See Rule P.1.5.

Z.5 - Library
  Z.5.1 - Your library is where the cards in your deck sit until they are
    drawn.  It is also called your "draw pile". [Mirage, Page 59]
  Z.5.2 - The contents of a player's library are not public.  No player (not
    even the owner of the library) may look at the cards therein unless
    instructed to do so by a spell or ability. [Mirage, Page 59]
  Z.5.3 - You do not need to show any other player what cards are going into
    or coming out of a Library unless the cards came from a publicly viewable
    place, in which case you may only hide the order in which you place the
    cards. [D'Angelo 02/03/98]
  Z.5.4 - The number of cards in your library is public information and every
    player has the right to know the count. [Mirage, Page 59]
  Z.5.5 - The library has an order to it.  All cards that are placed on the 
    library are placed on top of it, and all cards taken from the library are
    taken from the top of it, unless otherwise specified. [D'Angelo 02/03/98]
    Because of this and Rule Z.1.4, if more than one card is to be placed on
    the library at one time, the owner of that library decides the order the
    cards get stacked in it. [D'Angelo 02/03/99]
  Z.5.6 - If a spell or ability has you do something to more cards in your 
    library than you currently have in your library, it affects all the 
    remaining cards.  [Mirage, Page 59]
  Z.5.7 - If a player is instructed to draw a card and their library is
    empty, that player loses the game.  This happens at the next time Rule
    Effects (see Rule T.13) are checked, which is usually the end of the
    resolution of the current spell or ability. [Fifth Edition, Page 58]
  Z.5.Ruling.1 - Spells and abilities which allow you to select cards in your
    library are not targeted. [Aahz 06/18/95]
  Z.5.Ruling.2 - If a spell or ability has you choose one or more cards from 
    your library, shuffle the rest of the library, and then put the chosen 
    cards on top, the chosen cards are considered to be in your library 
    during this entire process.  The entire action is one step and not even
    mana sources can be used in between the choosing and putting back.
    [Aahz 03/17/97]
  Note - You must start the game with at least 40 cards in your library before
    you draw your initial hand.  See Rule P.1.2.  Note that DCI tournament
    rules may require a larger deck size.  See Rule D.13.5, Rule D.14.5, 
    Rule D.15.4, Rule D.16.7, and Rule D.19.6.

Z.6 - Limbo
  Z.6.1 - Limbo is the name of the place where spells and abilities which have
    been announced but have not yet been resolved are. [Mirage, Page 60]
  Z.6.2 - A spell or ability leaves limbo only if it is countered or when it
    resolves. [D'Angelo 02/03/98]
  Z.6.3 - Cards in this zone break one of the basic rules of zones (see
    Rule Z.1.3).  They can leave this zone and carry editing effects with 
    them. [bethmo 11/24/98]

Z.7 - Out of Game
  Z.7.1 - This is where cards go when they are removed from the game.
    [D'Angelo 02/03/98]
  Z.7.2 - Information about the out of game zone is public.  All players have
    the right to know what cards are in every player's out of game area.
    [Mirage, Page 60]  Specific cards may override this and specify that
    cards are moved into this zone face down.  This is common for older
    cards which used to "set aside" cards. [Oracle 07/01/98]
  Note - Also see Rule G.33 for rules on removing a permanent from the game.
  Note - Older cards which said to "set aside" cards place those cards into
    this zone. [Oracle 07/01/98]

Z.8 - Phased Out
  Z.8.1 - This is where cards are placed when they phase out (see 
    Rule G.30.1).  [Oracle 07/01/98]
  Z.8.2 - Information about the Phased Out zone is public.  All players have
    the right to know what cards are in every player's Phased Out area 
    (unless otherwise noted). [Mirage, Page 60]
  Z.8.3 - Cards in this zone break one of the basic rules of zones (see 
    Rule Z.1.3).  They can enter and leave this zone and carry changes with 
    them, such as counters and enchantments. [D'Angelo 02/03/98]

Z.9 - Set Aside
  Z.9.1 - The Set Aside zone was merged into the Out from Game.
    [Oracle 07/01/98]
  Z.9.2 - All spells and abilities which said to "set aside" a card now
    remove the card from the game (usually temporarily).  
  Z.9.3 - It's common to put these card under or near the card in play which
    removed them, but these cards are not in play. [Mirage, Page 60]
  Z.9.4 -  Cards that are set aside may only be viewed if the spell or 
    ability that puts them there makes them face-up.  Most cards should have
    errata to make this clear. [D'Angelo 10/08/98]

Z.10 - Territory
  Z.10.1 - The Territory is also known as your "in play" area.  
    [Mirage, Page 59]
  Z.10.2 - The Territory is where permanents (see Rule K.2) exist.
    [D'Angelo 02/03/98]
  Z.10.Ruling.1 - Each player has their own territory, but all of the 
    territories are considered to be in one zone.  See Rule Z.1.2.
    [Duelist Magazine #18, Page 55]
  Note - Tokens cannot exist outside of this zone.  See Rule K.25.6.


Index
------------------------------------------------------------------------------
  Abilities
      Activated, A.2
      Announcing, T.4
      Banding, A.11
      Bands, A.11
      Bands with Other, A.12
      Begin/End of Phase, A.3
      Buyback, A.13
      Comes Into Play, E.3
      Continuous, A.4
      Cumulative Upkeep, A.14
      Cycling, A.15
      Echo, A.16
      Evasion, A.17
      First Strike, A.18
      Flanking, A.19
      Flying, A.20
      General Info, A.1
      Interrupting, T.5
      Is Not Blocked, E.7
      Landhome, A.21
      Landwalk, A.22
      Life cycle overview, T.3
      Phase Ability, A.5
      Phase Cost, A.6
      Phasing, A.23
      Playing, T.4
      Protection, A.24
      Rampage, A.25
      Replacement, A.7
      Resolving, T.7
      Responding to, T.6.2, T.8.6
      Shadow, A.26
      Tap and Hold, E.12
      Trample, A.27
      Triggered, A.8
      Types, T.1
      Unactivated, A.9
      Untap, A.10
  Activated Abilities, A.2
  Activation Cost, G.1
  Active Player, T.8.2
  Animated Artifacts, K.5
  Animated Lands, K.5
  Ante, Z.2
  Artifact,
      Continuous, K.6.Ruling.4
      Creature, K.5, K.7
      General, K.6
      Mono, K.6.Ruling.2
      Poly, K.6.Ruling.3
  Attack, See Combat
  Attackers, Declaring, C.4
  Attack or Die Effects, E.1
  Banding, A.11
  Bands, A.11
  Bands with Other, A.12
  Banned Cards, see Tournament, Banned Cards
  Batch of Spells and Abilities, T.8
  Beginning of Phase
      Abilities, A.3
  Beginning of Turn, P.4
  Being Cast, T.5.1
  Being Played, T.5.1
  Blockers, Declaring, C.6
  Bury, G.2
  Buyback, A.13
  Cantrip, E.2
  Card Name, K.8
  Card Type, K.1
  Caster, G.3
  Casting Cost, K.9
  Characteristics, K.4
  Cleanup Phase, P.10
  Color, G.4
  Colorless, G.4.2
  Colorless Mana, G.5
  Color of a Spell/Permanent, K.10
  Comes Into Play Ability, E.3
  Continuous Abilities, A.4
  Continuous Artifact, K.6.Ruling.4
  Continuous Effects, T.2
  Combat
      Combat Damage, C.1.8
      Damage Dealing, C.8
      Declaring Attackers, C.4
      Declaring Blockers, C.6
      Declaring Start of, C.2
      End of, C.9
      Instants During, C.5, C.7
      Phase, C.1
  Controller, G.6
  Copy Cards, E.4
  Cost
      Activation, G.1
      Casting, K.9
      General, G.7
      Play, K.21
      X in Costs, K.27
  Creature
      Card Type, K.11
      Creature Type, K.13
      Power/Toughness, K.12
  Countering Spells and Abilities, G.8
  Counters, G.9
  Counts As, G.10
  Cumulative Upkeep, A.14
  Cycling, A.15
  Damage
      Assigned, T.10.1
      Combat Damage, C.1.8
      Dealing, C.8
      Dealt, T.10.1
      General, G.11
  Damage Dealing, C.8
  Damage Prevention
      General, G.12
      Retroactive, G.12.5, G.12.6
      Step, T.10
  Damage Redirection
      General, G.13
      Retroactive, G.13.10, G.13.11
  Deck, see Library
  Destroy, G.14
  Discard
      Action, G.15
      Phase, P.9
      Pile, see Graveyard
  Draw
      Action, G.16
      Phase, P.7
      Pile, see Library
  Duration Effects, T.2
  Echo, A.16
  Effects
      Continuous, T.2
      Duration, T.2
      One-Shot, T.2
      Ordering, T.14
      Rule, T.13
      Scheduled, T.2
  Enchantment
      General, K.14
      Global, K.14.2
      Local, K.14.3
      Moving, E.9
      World, K.14.8
  Enchant World, K.14.8
  End of Combat, C.9
  End of Phase
      Abilities, A.3
  End of Turn, P.10
  Evasion Ability, A.17
  Event, T.1.9
  Exchanging Cards, G.17
  Face Down Cards, E.5
  Fast Effect, G.18
  First Strike, A.18
  Fizzle, G.19, T.7.2
  Flanking, A.19
  Flying, A.20
  Fog Effects, E.6
  Foresthome, see Landhome
  Forestwalk, see Landwalk
  Generic Mana, G.20
  Global Enchantment, K.14.2
  Graveyard, Z.3
  Hand, Z.4
  Infinity, G.21
  In Play Area, see Territory
  Instant, K.15
  Interrupt
      Rules, K.16, T.11
      When played, T.1.6, T.5
  Islandhome, see Landhome
  Islandwalk, see Landwalk
  Is Not Blocked Ability, E.7
  Land
      Abilities of, T.1.8
      Card Type, K.17
      Creatures, K.5
      Land Type, K.18
      Snow-Covered, K.22
  Landhome, A.21
  Landwalk, A.22
  Legends, K.19
  Legendary Artifact, K.19
  Legendary Enchantment, K.19
  Legendary Land, K.19
  Legendary Permanents, K.19
  Licids, E.8
  Library
      Minimum Size, D.13.5, D.14.5, D.15.4, D.16.7, D.17.4, D.19.6, P.1.2
      Zone, Z.5
  Life, G.22
  Life Cycle
      Announcing, T.4
      Interrupt period, T.5
      Overview, T.3
      Resolving, T.7
      Waiting to resolve, T.6
  Limbo, Z.6
  Local Enchantment, K.14.3
  Losing the Game, G.23
  Loss of Life, G.24
  Main Phase, P.8
  Mana
      Colorless, G.5
      Generic, G.20
  Mana Burn, G.25
  Mana Pool, G.26
  Mana Source, K.20, T.12
  Modal Spells and Abilities, G.27
  Mono Artifact, K.6.Ruling.2
  Mountainhome, see Landhome
  Mountainwalk, see Landwalk
  Moving Enchantments, E.9
  Mulligan, D.10.3
  Multi-Player
      Free-For-All Style, M.2
      General Rulings, M.1
      Team Play, M.3
  Must Attack, C.10
  Must Block, C.10
  Neutral State, T.8.3
  One-Shot Effects, T.2
  On Its Way to the Graveyard, G.28
  Out of Game, Z.7
  Owner, G.29
  Permanent, K.2
  Phase
      Cleanup, P.10
      Discard, P.9
      Draw, P.7
      Main, P.8
      Overview, P.2
      Skipping, G.38
      Structure, P.3
      Untap, P.5
      Upkeep, P.6
  Phase Abilities, A.5
  Phase Cost, A.6
  Phased Out, Z.8
  Phasing
      Ability, A.23
      General, G.30
      In, G.30.5
      Out, G.30.1
  Pitch Spells, E.10
  Plainshome, see Landhome
  Plainswalk, see Landwalk
  Play as a, T.15
  Play Cost, K.21
  Poison, E.11
  Poly Artifact, K.6.Ruling.3
  Power, K.12
  Power/Toughness, K.12
  Protection, A.24
  Protection from Color, see Protection
  Put Into Play, G.31
  Rampage, A.25
  Regeneration, G.32
  Remove from the Game, G.33
  Replacement Abilities, A.7
  Resolving a spell or ability, T.7
  Responding, T.6.2, T.8.6
  Restricted Cards, see Tournament, Restricted Cards
  Rounding, G.34
  Rule Effects, T.13
  Sacrifice, G.35
  Scheduled Effects, T.2
  Series of spells and abilities, T.9
  Set Aside, Z.9
  Shadow, A.26
  Sideboard, D.11
  Simultaneous, G.36
  Skipping a Draw, G.37
  Skipping a Phase, G.38
  Snow-Covered Land, K.22
  Sorcery, K.23
  Speed
      Of spells and abilities, T.1.Ruling.2
      Of effects, T.2.Ruling.1
  Spell
      Announcing, T.4
      Being Cast, T.5.1
      Defined, K.3
      Interrupting, T.5
      Life cycle overview, T.3
      Play as a, T.15
      Playing, T.4
      Resolving, T.7
      Responding to, T.6.2, T.8.6
      Types, T.1
  Start of Game, P.1
  Successfully Cast, T.6.1
  Successfully Played, T.6.1
  Summoning Sickness, G.39
  Summon Spell, K.24
  Swamphome, see Landhome
  Swampwalk, see Landwalk
  Tap, G.40.1
  Tap and Hold Abilities, E.12
  Tapping a Permanent, G.40
  Targeting
      Announcing and Resolving, G.41
      Is Something Targeted, G.42
      Multiple Targets, G.41.2, G.41.5, G.41.6
      Valid Targets, G.43
  Templates, E.13
  Territory, Z.10
  Timing Conflicts, T.16
  Token Cards, U.2
  Token Creatures, K.25
  Total Casting Cost, K.9.2
  Toughness, K.12
  Tournament
      Ante, D.10.2, D.17.6
      Banned Cards, D.13.9, D.14.9, D.15.8, D.15.9, D.16.11
      Banned Cards, D.17.8, D.18.3, D.18.4, D.18.5
      Block Constructed Deck Formats, D.18
      Booster Draft Formats, D.19
      Card Sleeves, D.7
      Card Text to Use, D.6
      Cheating, D.3.5, D.3.9
      Classic Format, D.13
      Classic-Restricted Format, D.14
      Deck Contents, D.8
      Ejection from, D.3
      Extended Format, D.15
      Deck Registration, D.2
      Forgetting, D.10.1
      Judges, D.4
      Mulligan, D.10.3
      Non-English Cards, D.6.3
      Penalty, D.3
      Rating System, D.5
      Restricted Cards, D.13.8, D.14.8, D.15.7, D.16.10, D.17.8
      Sealed Deck Format, D.17
      Shuffling, D.9
      Sideboard, D.11
      Structure, D.1
      Time Limit, D.1.3, D.1.4, D.1.5
      Type I, D.13
      Type I.5, D.14
      Type II, D.16
      Warning, D.3
  Trample, A.27
  Triggered Ability, A.8
  Turn
      Beginning of, P.4
      Phases, P.2
  Types of Abilities, T.1
  Types of Effects, T.2
  Types of Spells, T.1
  Unactivated Ability, A.9
  Unblocked, G.44
  Untap
      Ability, A.10
      General, G.45.1
      Phase, P.5
  Untapping a Permanent, G.45
  Upkeep Cost, see Phase Cost
  Upkeep Phase, P.6
  Vanguard Cards, E.14
  Wall, K.26
  X in Costs, K.27
  Zones
      Ante, Z.2
      Graveyard, Z.3
      Hand, Z.4
      Library, Z.5
      Limbo, Z.6
      Out of Game, Z.7
      Overview, Z.1
      Phased Out, Z.8
      Set Aside, Z.9
      Territory, Z.10


Acknowledgements and Disclaimers
------------------------------------------------------------------------------
  While this work is not officially issued by Wizards of the Coast, it is
    the official collected rulings from official sanctioned representatives
    of and publications by Wizards of the Coast.
  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.
    "WotC Rules Team" marks official rulings from the rules team.
    "Mirage, Page " marks rules from the Mirage rulebook.
    "Tempest, Page " marks rules from the Tempest rulebook.
    "Fifth Edition, Page " marks rules from the Fifth Edition rulebook.
    "Encyclopedia, Page " marks errata from the Magic Official Encyclopedia.   
    "bethmo" is Beth Moursund, the Rules Manager at Wizards of the Coast.
    "Barclay" is Paul Barclay, the network representative for the "mtg-l"
       mailing list.
    "DeLaney" is David DeLaney, the network representative for the
       "rec.games.trading-cards.magic.rules" newsgroup.
    "D'Angelo" is Stephen D'Angelo, the Rules Summary network
       representative.
    "bethmo" was the previous "mtg-l" representative.
    "D'Angelo" was the previous "mtg-l" representative.
    "Peterson" is Paul Peterson, the previous "mtg-l" representative.
    "bethmo" was also the "mtg-l" representative before Paul.
    "Aahz" is Tom Wylie, the former Magic Rules Manager.
    "Snark" is Dave Howell of WotC.
  These files may be freely copied and posted anywhere you'd like.  The
    contents can also be included in other formats (such as HTML or databases)
    or in products, but there are two restrictions.  I insist that the files
    are not sold for profit.  Anything you put them in must be available at
    no more than cost of duplication.  Also, you must give credit to me and
    list the version date your work is derived from.  Thanks.
  Every attempt has been made to make this summary accurate, but errors do
    creep in.  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.
