Additional
Rules, Rulings
& Erratas
Ici ben
c'est la page qui corrige les erreurs des autres...
ou bien qu'on rajoute des nouvelles "rules".


Legends
Rulecard:
The following text is from the Legends rulecard.
Bands with Other (Creature Type)
Creatures with the ability bands with other (creature
type) have a limited form of the banding ability.
When attacking, a creature with this ability may join
with any number of attacking creatures as long as they all have banding
or bands with other (creature type) where the creature type list is the same.
The choice to use this ability must be announced when the attack is declared.
These creatures must then be treated as if they had joined together using the
regular banding ability.
When defending, if at least two creatures with the
ability bands with other (creature type), where the creature type listed is the
same, block the same attacker or attackers, then the damage from the attacking
creature(s) is distributed among all the blockers of this attacker or attackers
as the defending player desires.
Rampage
After defense is chosen but before damage is assigned, an
attacking creature with rampage:* gains +*/+* until end of turn for each
creature beyond the first assigned to block it.
Multicolored Cards
Any card whose casting cost includes more than one color
of mana is considered multicolored; it is all the colors in its casting cost.
For example, a card with red mana and black mana in its casting cost is
considered both black and red. Thus a spell that affects only black cards would
affect it, and a spell that says it does not affect red cards would not affect
it. Either Circle of Protection: Black or Circle of Protection: Red woud prevent
damage done by this card.
Enchant World
Enchant World cards are treated like enchantments, except
that only one Enchant World may be in play at a time. If one Enchant World is
brought into play while another is already in play, the one already in play is
buried.
Legends and Legendary Lands
Legends are considered creatures except that there may
only be one legend of the same name in play at a time. If a second legend of the
same name is brought into play, it is buried. If more than one legend of the
same name is brought into play at the same time, all of them are buried.
Legendary lands are treated in the same manner, except that they are considered
lands instead of creatures.
General Rules Clarifications
When something changes a creature's power and toughness to
specific numbers, such as 0/2, play as if these numbers appeared in the lower
right-hand corner of the card. Other cards may legally modify these numbers.
If you take control of an opponent's card during the
course of a game, you always return it to its owner at the end of game unless
the card by whic you gained control specificially states that you become the
owner of the controlled card. If the controlled card is placed in the graveyard
during play, bury it in is owner's graveyard.

to top

Ice
Age Rules:
The following sections are the exact text from the Ice
Age rulebook for Magic: The Gathering.
Cumulative Upkeep
If a card has a cumulative upkeep, its upkeep costs
increase by the amount listed with each one of your upkeeps. In other words,
it's an arithmetic progression. For example, a card that says: "Cumulative
Upkeep: {B} and 2 life" requires a payment of {B} and 2 life during the
first upkeep for that card, {B}{B} and 4 life during the second, {B}{B}{B} and 6
life during the third, and so on. If you don't pay the cumulative upkeep cost,
bury the card. Effects that prevent or redirect damage cannot be used to counter
an loss of life required as part of a cumulative upkeep.
Snow-Covered Lands
Snow-Covered lands are considered basic lands.

to top

Mirage
Rules:
The following text is the exact text from the Mirage
rulebook explaining the new rules in Mirage.
Flanking
Flanking is an ability that gives an advantage to
attacking creatures. Whenever a creature without flanking is assigned to block a
creature with flanking, the blocking creature gets -1/-1 until end of turn.
Phasing
Phasing causes permanents to enter and leave play on their
own.
When a permanent phases out, it leaves play and is set
aside, much as if it had been removed from the game. Any enchantments on the
permanent phase out along with it. The permanent also keeps any counters it has
as well as any permanent changes that have been made to it. Otherwise, all
effects that depend on that permanent being in play or that apply to it while
it's in play end immediately. All damage on it is removed, and because it's
considered out of play, any effects scheduled to affect it at end of turn are
ignored.
A permanent that's phased out will phase in (that is,
return to play) at the beginning of its controller's next untap phase. Note that
if might or might not enter play under the control of that player, as only
effects that gave control of it to someone permanently will remain on it when it
phases out. When a permanent phases in, it enters play tapped if and only if it
was tapped when it phased out. (In other words, it enters play tapped as
appropriate instead of entering play untapped and then becoming tapped.) Effects
that would normally trigger as the permanent comes into play are ignored.
Permanents phase in without summoning sickness.
A permanent with phasing phases out automatically at
the beginning of its controller's untap phase, at the same time as other
permanents would be phasing in. It doesn't phase out on the turn in which it
phased in.
If a token phases out, it's removed from the game
entirely, because it has left play.

to top

Tempest
Rules:
The following is the exact text from the Tempest
rulebook explaining the new rules in the expansion.
Buyback
Instants, interrupts, and sorceries normally go to your
graveyard after they resolve. Buyback is a new option that allows you to use
these types of spells over and over again by returning them to your hand when
they resolve. Each such spell has a "buyback cost" in addition to the
casting cost.
If you pay the buyback cost when you play the spell,
then the spell is returned to your hand when it resolves, rather than going to
your graveyard. You have to pay the buyback cost when you play the spell if
you're going to pay it at all.
Returning the card to your hand is part of the spell's
effect, so it won't occur if the spell is countered or fizzles against all of
its targets. Instead, the card is put into your graveyard.
Example: Sue plays Searing Touch, which has a casting
cost of {R} and a buyback cost of {4}. The spell's effect reads, "Searing
Touch deals 1 damage to target creature or player." If Sue only pays {R}
when she plays it, then the spell simply deals 1 damage when it resolves. But if
she pays a total of {4}{R} when she plays Searing Touch, then when the spell
resolves, it both deals one damage and is returned to her hand.
Suppose Bob uses Spell Blast to counter Searing Touch.
In this case, Sue simply puts the spell into her graveyard, whether or not she
paid its buyback cost, because it never resolves. Bob pays a total of {1}{U} for
his Spell Blast, whether or not Sue paid to buy Searing Touch back, since the
buyback cost is not part of the spell's casting cost.
Note that if Bob responds to Sue's Searing Touch by
removing the target of the effect, Searing Touch will be put into the graveyard.
Returning the card to Sue's hand is part of the spell's effect, which fizzles
because the target has disappeared.
Licids
Licids are a type of creature. Licids can become creature
enchantments, reside on other creatures for a while, and then revert back to
being creatures. A typical licid is represented below:
{R},{Tap}: Enraging Licid loses this ability and
becomes a creature enchantment that reads "Enchanted creature is
unaffected by summoning sickness" instead of a creature. Move Enraging
Licid onto target creature. You may pay {R} to end this effect.
When a licid becomes a creature enchantment, is loses the
licid ability and gains whatever ability is listed in the card text. It also
stops being a creature and becomes a local enchantment instead. It retains all
of its other characteristics, including its name, color, and so on. You still
control the licid while it is an enchantment.
Unlike many abilities that move an enchantment onto
another permanent, the licid ability targets the creature to be enchanted. If it
fizzles against that creature, it will not take effect, so the licid itself will
be unchanged.
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 untap phase.
Shadow
Shadow is a new standard creature ability. It is both an
evasion ability and a blocking restriction. Creatures with shadow cannot block
creatures without that ability, but can't be blocked by those creatures either.
In this respect they are like creatures that have flying but can't block
creatures without flying.

to top

Urza's
Saga Rules:
The following is exact text from the Urza's Saga
rulebook describing the new rules for the expansion.
Cycling
Many spells are priceless under the right circumstances
but deadweight in your hand the rest of the time. Cycling is a new ability that
helps in these situations. If you're holding a card with cycling, then instead
of playing it, you can pay the cycling cost and discard it to draw another card.
Example: Rune of Protection: White is an enchantment
that reads:
{W}: Prevent all damage to you from a white source.
(Treat further damage from that source normally.) Cycling {2} (You may pay {2}
and discard this card from your hand to draw a card. Play this ability as an
instant.)
Cycling is played as an instant, so you can use it any
time that instants are legal. You can even use cycling as a response to another
instant. Remember, though, that you draw the replacement card as the batch
containing the cycling ability resolves, so you can't play that card until the
whole batch has resolved. You discard the card as part of paying the cycling
cost, so it won't be in your hand during any responses.
Cycling is an ability, not a spell, so it can't be
countered by spells or abilities that counter spells.
Echo
Echo is a new ability that spreads the cost of a
permanent, usually a creature, over two turns. Spells with echo cost less to
play than similar ones without it. However, during your next upkeep, you must
pay the permanent's casting cost again or sacrifice it.
Example: Pouncing Jaguar is a green 2/2 creature that
costs only {G}, so you can play it on your first turn. However, since it has
echo, you have to pay another {G} next turn during your upkeep or sacrifice
Pouncing Jaguar.
The payment is required any time a permanent with echo
comes under your control, not just when you play one from your hand.
Example: You cast Control Magic on your opponent's
Pouncing Jaguar. On your next upkeep, you must either pay {G} (which may be
difficult if you're playing a pure blue deck!) or sacrifice the Pouncing Jaguar,
just as if you had summoned it yourself.
Echo is an upkeep cost. If you have a permanent that
requires an echo payment, you can't end your upkeep until you've either paid the
cost or sacrificed the permanent. Also, if the permanent has any activated
abilities, you can't play them until you've satisfied the echo payment.
New Enchantments
Urza's Saga includes two special types of enchantments,
nicknamed "sleeping" and "growing."
"Sleeping" Enchantments
Sleeping enchantments start out as enchantments, but can
"wake up" and turn into creatures. They get to "wake" only
when an appropriate event triggers them.
Example: Opal Gargoyle is a white enchantment that
reads:
When one of your opponents successfully casts a
creature spell, if Opal Gargoyle is an enchantment, Opal Gargoyle becomes a
2/2 creature with flying that counts as a Gargoyle.
Once a sleeping enchantment has changed into a creature,
it no longer counts as an enchantment. Most sleeping enchantments change once
and stay that way, but a few have a second ability that can "put them back
to sleep" by changing them into enchantments again.
If a spell or ability counters the enchantment's
trigger condition (such as successfully casting a creature spell), the countered
spell or ability doesn't resolve and will not wake the creature.
"Growing" Enchantments
Growing enchantments have a one-time ability that's under
your control. These enchantments start out powerless but grow potentially
stronger each turn they're in play.
Example: Torch Song is a red enchantment that reads:
During your upkeep, you may put a verse counter on
Torch Song. {2}{R}, Sacrifice Torch Song: Torch Song deals X damage to target
creature or player, where X is the number of verse counters on Torch Song.
Adding the counter is an optional upkeep ability. If you
forget to put a counter on the enchantment during your upkeep, you don't get to
back up and add one later.
Remember that if you sacrifice a permanent with
counters on it as the cost of an ability, the ability "looks at" the
number of counters the permanent had before it left play. Thus, you can decide
whether to add the counter before activating a growing enchantment's ability.
Rules Changes for Urza's Saga
In a continuing effort to simplify both the card text and
play in general, the Urza's Saga designers have made some revisions to the
rules. The two most significant changes are described in more detail below.
Effect Duration
If an effect doesn't say how long it lasts, its duration
is "permanently." In other words, that condition will persist until
another spell or ability changes the situation.
Example: Enchantment Alteration is a blue instant that
reads:
Move target enchantment from one creature to another
or from one land to another. (The enchantment's new target must be legal.)
In previous editions of Magic, this would have added the
word "permanently" to clarify the duration of the effect. Now that
duration is understood unless the spell or ability explicitly states otherwise.
Trample
Trample's effect has changed to simplify its interactions
with other cards. It is no longer a damage-redirection ability. Instead, when an
attacking creature with trample deals combat damage, the player distributing
that damage can simply assign some or all of it to the defending player.
Assigning trample damage is subject to the following rules.
- If the attacker is unblocked, it deals all its
damage to the defending player.
- If the attacker is blocked by one creature, it first
deals damage to the blocker. If it deals lethal damage to that creature, any
remaining damage may be divided as its controller chooses between the
blocker and the defending player. Because this distribution happens before
damage prevention, it's possible that some or all the damage on the blocking
creature will later be prevented; this won't change the damage dealt to the
defending player.
- If the attacker is blocked by more than one creature,
it first deals damage to the blocking creatures. If it deals lethal damage
to all the blockers, any remaining damage may be divided as its controller
chooses between them and the defending player. Again, this distribution
happens before damage prevention.
Blocking creatures that cannot receive combat
damage, such as a creature enchanted with Gaseous Form, are completely
ignored for the purpose of assigning trample damage. If such a creature is
the only blocker, then all the trample damage is dealt to the defending
player.

to top



Si toute
fois vous avez des suggestions à me soumettre...
n'hésitez
pas, envoyez les moi !!!


 |
Retour |
 |
Retour a la page
principale |