Rules Team Rulings October 2002

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Originally posted by WizO_Tyrael on October 15, 2002:

You can find the original document from
Magic Rulings & Errata

_Magic: The Gathering_(R) Rulings & Errata
A Summary of Recent Rulings
October 2002
Compiled by Paul Barclay

GENERAL RULINGS

1) Wishes and Sideboards
When you play one of the _Judgment_(TM) Wishes in a DCI(TM)-sanctioned
tournament, you choose a card from the removed-from-the-game zone or from your
sideboard to put into your hand. If you choose a card from your sideboard, the
Wish card is put into your sideboard face up so that all players can see it. The
rest of your sideboard remains face down.
It may not be possible to put the Wish card into your sideboard (for
example, if you used Mirari to copy a Wish). If this situation occurs, your
sideboard will contain only fourteen cards for the rest of the game; this is
legal. Just make sure your sideboard has fifteen cards in it at the start of the
next game you play.

2) Vengeful Dreams and Riftstone Portal
Vengeful Dreams has a mana cost of {W}{W} and an additional cost of discarding
any number of cards from your hand. As long as Riftstone Portal is in your
graveyard, lands you control have "{T}: Add {G} or {W} to your mana pool." Rule
409.1f of the _Magic_(R)_ Comprehensive Rules has changed; it now states that
you must have enough mana in your mana pool before you pay *any* costs of that
spell or ability (see RULES CHANGES). This means that you can't play Vengeful
Dreams if you have only mountains in play. You must have {W}{W} in your mana
pool before you discard cards to pay for Vengeful Dreams.

3) Aluren and Morph
Aluren and the morph ability both give players alternative ways to play
creatures. Aluren reads, "Any player may play creature cards with converted mana
cost 3 or less without paying their mana cost any time he or she could play an
instant." A creature spell with the morph ability may be played face down by
paying {3} rather than its mana cost.
Aluren and the morph mechanic are mutually exclusive; you can't apply both
to the same spell. When you want to play a spell, you determine the way in which
you want to play it. You can either play the creature spell "as an instant for
free" or play it face down for {3}, but you can't do both. (Note that since
Aluren modifies the rule for *when* you can play the creature spell, its effect
applies *before* the spell is put onto the stack. Aluren doesn't just apply
during the paying of costs (rule 409.1f). It modifies the whole process of
playing the spell.)

4) Aquamoeba and Rule 418.3c
(Warning: This section is guru-level stuff.) Rule 418.3c used to cover "variable
effects," but that rule has been clarified. Here's the new version of the rule:

"418.c If the spell or ability creating a continuous effect contains a variable,
the value of that variable is determined only once, on resolution. See rule
413.2f."

Now, if a continuous effect from a spell or ability doesn't contain a variable,
the effect isn't "determined" -- you just apply the effect in timestamp order
along with other continuous effects. Aquamoeba's ability, "Discard a card from
your hand: Switch Aquamoeba's power and toughness until end of turn," doesn't
contain a variable. It just looks at Aquamoeba's power and toughness at the
appropriate point in the calculation of its power and toughness and switches
them.

Example 1: I have Aquamoeba and Castle in play. Aquamoeba is 1/5 (1/3, +0/+2 =
1/5). I play Aquamoeba's ability, making it 5/1 (1/3, +0/+2, switch = 5/1). If
Castle leaves play, Aquamoeba's power and toughness become 3/1 (1/3, switch =
3/1).

Example 2: I have Aquamoeba in play. I play its ability to make it a 3/1 (1/3,
switch). Then I play Castle. Aquamoeba is 3/3 (1/3, switch, +0/+2 = 3/3).

5) Vesuvan Doppelganger and Nightmares
(Warning: This section is guru-level stuff.) If a card like Vesuvan Doppelganger
comes into play as a copy of one of the _Torment_(TM) or Judgment Nightmares and
leaves play as a copy of a creature with a different name, the "leaves play"
ability doesn't do anything.

ERRATA

1) _Invasion_(TM) "Divvy" Cards
The Invasion cards Bend or Break, Death or Glory, Do or Die, Fact or Fiction,
Fight or Flight, and Stand or Fall used the phrase "separate . . . into two
face-up piles." That wording results in a confusing interaction with face-down
creatures. The word "face-up" should be removed. The cards in the piles remain
face up or face down as appropriate. This change will be included in the
Oracle(TM) update published in conjunction with the _Legions_(TM) set, but the
new wordings are effective immediately.

Bend or Break
{3}{R}
Sorcery
Each player separates all land cards he or she controls into two piles. For each
player, an opponent chooses a pile. Destroy all lands in the chosen piles. Tap
all lands in the other piles.

Death or Glory
{4}{W}
Sorcery
Separate all creature cards in your graveyard into two piles. Remove the pile of
an opponent's choice from the game and return the other to play.

Do or Die
{1}{B}
Sorcery
Separate all creatures target player controls into two piles. Destroy all
creatures in the pile of that player's choice. They can't be regenerated.

Fact or Fiction
{3}{U}
Instant
Reveal the top five cards of your library. An opponent separates those cards
into two piles. Put one pile into your hand and the other into your graveyard.

Fight or Flight
{3}{W}
Enchantment
At the beginning of each opponent's combat phase, separate all creatures that
player controls into two piles. Only creatures in the pile of his or her choice
may attack this turn.

Stand or Fall
{3}{R}
Enchantment
At the beginning of your combat phase, separate all creatures defending player
controls into two piles. Only creatures in the pile of that player's choice may
block this turn.

2) Localized-Language Card Names
A French _Onslaught_(TM) card and a Japanese Onslaught card were printed with
names that match previously used card names. These two names must be changed.

In French, the card Discombobulate should be named "Chamboulement," not
"Bouleversement," which was the French name of the _Odyssey_(TM) card Upheaval.

In Japanese, the card Mobilization should be named "Douin-rei," not "Douin,"
which was the Japanese name of the _Portal_(TM) card Mobilize.

3) Fear
The Onslaught set introduced the keyword "fear." Many cards in older sets had
this ability without the keyword. All of them have been updated to use the
keyword. The updated cards are Avatar of Woe, Breach, Cateran Enforcer,
Commander Greven il-Vec, Corrupting Licid, Cursed Flesh, Duskwalker, Ebony
Charm, Face of Fear, Fear, Fen Stalker, Frightcrawler, Guiltfeeder, Hooded Kavu,
Intimidation, Marsh Lurker, Order of Yawgmoth, Rathi Intimidator, Razortooth
Rats, Shadowmage Infiltrator, Shriek of Dread, Sleeper's Guile, Sleeper's Robe,
Squirming Mass, and Suq'Ata Assassin.

4) Flagbearers
The three _Apocalypse_(TM) cards that refer to Flagbearers have been
functionally changed. Their previous wordings did not work when combined with
the Onslaught card Artificial Evolution.

Coalition Flag
{W}
Enchant Creature
Coalition Flag can enchant only a creature you control.
Enchanted creature's type is Flagbearer.
Whenever a spell or ability an opponent controls is put onto the stack, if that
spell or ability could target a Flagbearer in play but doesn't, that opponent
changes one of its targets to a Flagbearer.

Coalition Honor Guard
{3}{W}
Creature -- Flagbearer
2/4
Whenever a spell or ability an opponent controls is put onto the stack, if that
spell or ability could target a Flagbearer in play but doesn't, that opponent
changes one of its targets to a Flagbearer.

Standard Bearer
{1}{W}
Creature -- Flagbearer
1/1
Whenever a spell or ability an opponent controls is put onto the stack, if that
spell or ability could target a Flagbearer in play but doesn't, that opponent
changes one of its targets to a Flagbearer.

The interactions between the Flagbearers and certain cards has changed:
* Radiate -- The Flagbearer ability is ignored until after all the copies of the
spell created by Radiate are put onto the stack. Then the spell and all its
copies are forced to target Flagbearers.
* Deflection -- It's now possible to change the target of a spell away from a
Flagbearer.

5) Camouflage
The previous wording of Camouflage turned creatures in play face down.
Camouflage's new wording produces the same results as its old wording, without
the need for turning creatures face down.

Camouflage
{G}
Instant
Play Camouflage only during the declare attackers step.
This turn, instead of declaring blockers, the defending player chooses any
number of creatures he or she controls and divides them into a number of piles
equal to the number of attacking creatures. Assign each pile to a different
attacking creature at random, and any creatures in that pile that can block the
creature do so. #(Piles can be empty)#

6) Illusionary Mask
Due to the introduction of the morph mechanic, Illusionary Mask's wording has
changed. Illusionary Mask's ability functions a lot like creatures with morph,
but it uses named counters to mark the creature (unless that creature has a
printed mana cost of {0}, of course). The face-down creatures put into play by
Illusionary Mask are 0/1, not 2/2. The Mask doesn't require you to pay the
creature's colored mana cost. For example, you could pay {8} to put a card with
mana cost {5}{R}{G}{W} into play.

The Illusionary Mask/Phyrexian Dreadnought combo still works. You can pay {1} to
use Illusionary Mask's ability to put the Dreadnought into play face down, then
turn it face up by removing the mask counter from it. This allows you to
circumvent the Dreadnought's drawback of sacrificing creatures with total power
12 power or greater.

Illusionary Mask
{2}
Artifact
{X}: Put a creature card with converted mana cost X or less from your hand into
play face down as a 0/1 creature. Put X mask counters on that creature. Play
this ability only any time you could play a sorcery. You may turn the creature
face up any time you could play an instant by removing all mask counters from
it.

7) Johan
The previous wording for Johan did not work due to the order of actions in the
declare attackers step. The new wording is a minor functional change, but it
allows Johan to work correctly when attackers are declared.

Johan
{3}{R}{G}{W}
Creature -- Legend
5/4
At the beginning of your combat phase, you may have Johan gain "Johan can't
attack" until end of combat. If you do, attacking doesn't cause creatures you
control to tap this combat if Johan is untapped.

8) Raging River
Raging River's ability split creatures into piles for a long period of time.
During that time, it was possible for other cards to also attempt to split the
creatures into piles. Raging River has been reworded to remove the need for
piles.

Raging River
{R}{R}
Enchantment
At the beginning of your combat phase, each opponent chooses "east" or "west"
for each creature without flying he or she controls.
As you declare attacking creatures, choose "east" or "west" for each attacking
creature.
"East" creatures can't block "west" creatures. "West" creatures can't block
"east" creatures.

9) Spore Cloud and Tangle
Both Spore Cloud and Tangle were vague about identifying which creatures
wouldn't untap during which untap step. The wordings of both cards have been
modified to make the functionality clearer. This isn't a functional change.

Spore Cloud
{1}{G}{G}
Instant
Tap all blocking creatures. Prevent all combat damage that would be dealt this
turn. Each attacking creature and each blocking creature doesn't untap during
its controller's next untap step.

Tangle
{1}{G}
Instant
Prevent all combat damage that would be dealt this turn. Each attacking creature
doesn't untap during its controller's next untap step.

10) Teferi's Realm
Changing permanent types caused problems with the previous wording of Teferi's
Realm. The new wording checks the permanent type rather than the card type of
noncreature permanents.

Teferi's Realm
{1}{U}{U}
Enchant World
At the beginning of each player's upkeep, that player chooses artifacts,
creatures, lands, or global enchantments. All nontoken permanents of that type
phase out.

11) Other Cards
The Oracle wordings of the following cards have minor changes, none of which
significantly impact game play: Abolish, Basalt Golem, Chain Lightning, Chain
Stasis, Cho-Arrim Alchemist, Dingus Egg, Flameshot, Foil, Gilded Drake, Goblin
Artisans, Honorable Passage, Imprison, Infinite Hourglass, Interdict, Iron
Maiden, Jungle Patrol, Lord of the Pit, Marjhan, Meddle, Melee, Minion of
Leshrac, Misers' Cage, Mudslide, Outbreak, Paupers' Cage, Shelkin Brownie,
Shyft, Snag, Tempest Efreet, Timberline Ridge, Timmerian Fiends, Tolaria,
Venarian Gold, Wall of Kelp, and Wheel of Torture.

RULES CHANGES

The October 2002 version of the Magic Comprehensive Rules includes a number of
rules changes and clarifications.

1) Creature types -- The rules for choosing creature types were changed to
prevent anything strange happening when using the Onslaught card Artificial
Evolution.

"214.7a If a card instruction requires choosing a creature subtype, you must
choose one, and only one, existing creature type."

The full list of Magic creature types, including the _Unglued_(TM) set and
various starter-level sets is as follows: Abomination, Aboroth, Advisor,
Aladdin, Albatross, Alchemist, Ali-Baba, Ali-from-Cairo, Alligator, Ambush-
Party, Ancestor, Angel, Ant, Antelope, Ape, Archaeologist, Asp, Assassin,
Assembly-Worker, Atog, Aurochs, Avatar, Avenger, Avizoa, Badger, Ball-Lightning,
Bandit, Banshee, Barbarian, Barishi, Basilisk, Bat, Bear, Beast, Bee, Beeble,
Behemoth, Being, Berserker, Bird, Boar, Bodyguard, Brother, Brownie, Brushwagg,
Bull, Bureaucrat, Butterfly, Camarid, Camel, Caravan, Caribou, Carnivore,
Carriage, Carrier, Cat, Cavalry, Cave-People, Centaur, Cephalid, Cheetah,
Chicken, Chimera, Citizen, Clamfolk, Cleric, Clone, Cobra, Cockatrice,
Constable, Cow, Crab, Crocodile, Crusader, Dandan, Demon, Dervish, Deserter,
Devil, Devouring-Deep, Dinosaur, Djinn, Dog, Doppelganger, Dragon, Dragonfly,
Drake, Drill-Sergeant, Druid, Dryad, Dwarf, Eagle, Eater, Eel, Effigy, Efreet,
Egg, Elder, Elemental, Elephant, Elf, El-Hajjaj, Enchantress, Entity, Erne,
Essence, Exorcist, Faerie, Fallen, Farmer, Ferret, Fiend, Fish, Flagbearer,
Flying-Men, Force, Fox, Frog, Frostbeast, Fungus, Fungusaur, Gaea's-Avenger,
Gaea's-Liege, Gargoyle, Gatekeeper, General, Ghost, Ghoul, Giant, Gnome, Goat,
Goblin, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guardian, Gus, Gypsy, Hag,
Harlequin, Hell's-Caretaker, Heretic, Hero, Hipparion, Hippo, Homarid, Hornet,
Horror, Horse, Horseman, Hound, Hunter, Hydra, Hyena, Illusion, Imp,
Incarnation, Infernal-Denizen, Inquisitor, Insect, Island-Fish, Jackal,
Jellyfish, Kavu, Keeper, Kelp, King, Kithkin, Knight, Kobold, Kraken, Lady-of-
Proper-Etiquette, Leech, Legend, Legionnaire, Lemure, Leper, Leviathan,
Lhurgoyf, Lichenthrope, Licid, Lion, Lizard, Lord, Lurker, Lycanthrope, Mage,
Maggot, Maiden, Mammoth, Manticore, Mantis, Marid, Martyr, Master, Medusa,
Meerkat, Mercenary, Merchant, Merfolk, Mindsucker, Minion, Minor, Minotaur,
Miracle-Worker, Mist, Mistfolk, Mob, Mold-Demon, Monger, Mongoose, Monkey,
Monster, Mosquito, Mummy, Murk-Dwellers, Mutant, Mystic, Nameless-Race, Narwhal,
Necrosavant, Nekrataal, Niall-Silvain, Nightmare, Nightstalker, Noble, Nomad,
Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Paladin, Peacekeeper,
Pegasus, People-of-the-Woods, Phantasm, Phelddagrif, Phoenix, Pig, Pikemen,
Pirate, Pixie-Queen, Plant, Poison-Snake, Poltergeist, Pony, Preacher, Priest,
Prism, Pyknite, Rabbit, Raider, Ranger, Rat, Rebel, Reflection, Rhino, Robber,
Roc, Rock-Sled, Rooster, Rukh, Sage, Salamander, Sand, Saproling, Satyr,
Scavenger, Scorpion, Scout, Serf, Serpent, Shade, Shapeshifter, Shark, Sheep,
Ship, Shyft, Sindbad, Singing-Tree, Sister, Skeleton, Sliver, Slug, Smith,
Snake, Soldier, Sorceress, Spawn, Speaker, Specter, Spellshaper, Sphinx, Spider,
Spike, Spirit, Sponge, Sprite, Spuzzem, Spy, Squire, Squirrel, Stangg-Twin,
Starfish, Stone, Strider, Survivor, Swarm, Tactician, Tarpan, Taskmaster,
Tetravite, The-Biggest-Baddest-Nastiest-Scariest-Creature-You'll-Ever-See,
Thopter, Thrull, Thundermare, Tiger, Titan, Toad, Tombspawn, Tortoise,
Townsfolk, Tracker, Treefolk, Troll, Turtle, Uncle-Istvan, Undead, Unicorn,
Vampire, Viashino, Villain, Viper, Volver, Vulture, Walking-Dead, Wall, War-
Rider, Warrior, Warthog, Wasp, Wave, Whale, Whippoorwill, Wight, Wiitigo,
Wildebeest, Will-o'-the-Wisp, Witch, Wizard, Wolf, Wolverine, Wolverine-Pack,
Wolves-of-the-Hunt, Wombat, Wood, Worm, Wraith, Wretched, Wurm, Yeti, and
Zombie.

2) Editing creature types -- Rule 415.4 has been modified so that the Onslaught
card Artificial Evolution will work.

"415.4. An effect that changes the text of a spell or permanent only changes
words that are of the correct type (for example, a Magic color word being used
as a color word, a land type word used as a land type, or a creature type word
used as a creature type). The effect can't change a proper noun, such as a card
name, even if that proper noun contains a word or a series of letters that is
the same as a Magic color word, basic land type, or creature type.
"Spells and abilities that create creature tokens use creature types to
define both the creature types and the names of the tokens. These words can be
changed, because they are being used as creature types, even though they're also
being used as names. Once a token has been created, it has its creature type and
name printed on it. The creature type of a creature token in play can be
changed, but its name can't."

3) Abilities on cards outside the in-play zone -- A number of rules have been
modified to support abilities on cards (like the Judgment Incarnations) in zones
other than the in-play zone.
403.1: Defines where an activated ability can exist.
403.2: States that only a card's owner can play the activated ability of a
card outside the in-play zone.
418.4: This section now defines continuous effects from *static abilities*
rather than from permanents. Both 418.4a and 418.4b have been modified.
418.5c: Defines the "timestamp order" for static effects from cards that
aren't in play
"Continuous Effect" glossary entry: Covers continuous effects from static
abilities on cards outside the in-play zone.

4) Copies of spells -- A number of rules have been modified or added to cover
copies of spells.

"401.1. A card on the stack is a spell. As the first step of being played, the
card becomes a spell and goes on the stack from the zone it was played from
(usually the player's hand). (See rule 217.6, 'Stack.') A copy of a spell is
also a spell, even if it has no card associated with it. A spell stops being a
spell when it resolves (see rule 413.2), is countered (see rule 414, 'Countering
Spells and Abilities'), or leaves the stack somehow."

"414.1. To counter a spell is to move the spell card from the stack to its
owner's graveyard. Countering a copy of a spell removes the copy from the stack.
Countering an ability removes its pseudospell from the stack. Spells and
abilities that are countered don't resolve and none of their effects occur."

"420.5j A copy of a spell in a zone other than the stack ceases to exist." [NEW
RULE]

"503.10. To copy a spell means to put a copy of the spell onto the stack; a copy
of a spell isn't 'played.' When copying a spell, all information that is
normally copied from a permanent is copied. In addition, all decisions made when
the spell was played are copied. These include mode, targets, the value of X,
and optional additional costs such as buyback. (See rule 409, 'Playing Spells
and Activated Abilities.') Choices that are normally made on resolution are not
copied. A copy of a spell is itself a spell, but it has no spell card associated
with it. It works just like a normal spell: It can be countered or it can
resolve, and it uses the same timing rules as normal spells."

"503.10a A copy of a spell in a zone other than the stack ceases to exist. (This
is a state-based effect. See rule 420.)" [NEW RULE]

5) Legality of playing spells and abilities -- Several rules have been modified
to clarify the legality of playing a spell or ability.
409.1: Clarifies when the legality of playing a spell or ability is
checked. The changed text reads, "If, at any point during the playing of a spell
or ability, a player is unable to comply with any of the steps listed below, the
spell was played illegally; the game returns to the moment before that spell or
ability was played." Also, two sentences in this rule were moved to other rules
in this section.
409.4: This is a new rule which contains text moved from rule 409.1: "A
player can't begin to play a spell or activated ability that's prohibited from
being played by an effect."
413.2c: Clarifies that a player can't choose to take an optional action
that isn't possible.
422.1: Clarifies which actions can and can't be reversed. This rule now
reads, "If a player realizes that he or she can't legally take an action after
starting to do so, the entire action is reversed and any payments already made
are canceled. No abilities trigger and no effects apply as a result of an undone
action. If the action was playing a spell, the spell card returns to the zone it
came from. The player may also reverse any legal mana abilities played while
making the illegal play, unless mana from them or from any triggered mana
abilities they triggered was spent on another mana ability that wasn't reversed.
Players may not reverse actions that moved cards to a library or from a library
to any zone other than the stack. Players may not reverse actions that involved
a random choice or random zone change."

6) Timing of paying costs -- Rule 409.1f has been changed to prevent random
actions from making a player unable to play a spell or ability. (See "Vengeful
Dreams and Riftstone Portal" under GENERAL RULINGS for more information.)
The following text has been added to rule 409.1f: "Once the total cost is
determined, it becomes 'locked in,' and the player then has a chance to play
mana abilities (see rule 411, 'Playing Mana Abilities'). Once the player has
enough mana in his or her mana pool, he or she pays all costs in any order."
Also, a sentence from rule 409.1 has been moved to 409.1f: "Playing a spell
or ability that alters costs won't do anything to spells and abilities that are
already on the stack."

7) Instants and sorceries that try to come into play -- Rule 217.1a now says, in
part, "If an instant or sorcery card would come into play, it remains in its
previous zone instead."

8) New rule for Future Sight and similar cards -- Rule 217.2e is a new rule that
explains when the new top card of a library is revealed.

"217.2e Some effects tell a player to play with the top card of his or her
library revealed. If the top card of the player's library changes during the
announcement of a spell or ability, the new top card won't be revealed until the
announcement is complete."

9) Effects that contain variables vs. variable effects -- The distinction
between spells and abilities that contain variables and those that produce a
variable effect has been clarified. The word "variable" has been removed from
rule 409.1e. (Also, a sentence has been deleted from that rule because it was no
longer necessary.) Rule 418.3c now covers only spells and abilities that contain
variables, so it applies to Wellwisher and Wirewood Pride, but not to Aquamoeba
or Blood Lust.

"409.1e If the spell or ability requires the player to divide an effect (such as
damage or counters) among a number of targets, the player announces the
division. Each of these targets must receive at least one of whatever is being
divided (for example, damage or counters)."

"418.3c If the spell or ability creating a continuous effect contains a
variable, the value of that variable is determined only once, on resolution. See
rule 413.2f."

10) Rule 413.2a and Contested Cliffs -- Rule 413.2a has been changed to make the
functionality of the Onslaught card Contested Cliffs clear. The following text
has been added: "If a target is illegal, the spell or ability can't perform any
actions on it or make the target perform any actions."

11) Order in which players make choices -- The second paragraph of rule 413.2d
has changed: "Some spells and abilities have multiple steps or actions, denoted
by separate sentences or clauses. In these cases, the active player makes any
choices required for the first action, then the nonactive player makes any
choices required for that action, then the first action is processed
simultaneously. Then, the active player makes any choices required for the
second action, then the nonactive player makes any choices required for that
action, then that action is processed simultaneously, and so on."

12) Fear -- The new rule 502.25 defines fear, a new keyword ability.

13) Morph and Face-Down Spells and Permanents -- Rules for the new morph ability
have been added to the Comprehensive Rules in section 502.26. Section 504, now
called "Face-Down Spells and Permanents," has been radically changed to support
the morph mechanic.

14) Minor clarifications -- Several rules received minor wordings
clarifications.
314.1c: Clarifies when the active player could receive priority during the
cleanup step.
400.1: Defines characteristic-setting text for cards, permanents, and
spells, not just cards.
408.1c: Clarifies what "passing in succession" means. If both players pass
without taking any action in between passing, then they have passed in
succession. If either player takes an action (including adding mana to his or
her mana pool or turning a face-down creature face up), the players have not
passed in succession.
408.2e: Now states explicitly that "If a player had priority before a mana
ability was played, that player still has priority after it resolves."
413.2h: The words "from the stack" were added: "A spell card is put into
play from the stack under the control of the spell's controller (for permanents)
or is put into its owner's graveyard from the stack (for instants and sorceries)
as the final step of the spell's resolution."
503.3: The example now uses the current Oracle text for Vesuvan
Doppelganger.
"As though" glossary entry: A paragraph has been added which reads, "If two
cards state that a player or card may do the same thing 'as though' different
conditions were true, both conditions could apply. If one 'as though' effect
satisfies the requirements for another 'as though' effect, then both effects
will apply." An example has also been added.
"Colorless" glossary entry: Now mentions face-down spells and permanents.
"Mana" glossary entry: Added two paragraphs: "The type of mana a permanent
'could produce' is the type of mana that any ability of that permanent can
generate, taking into account any applicable replacement effects. The amount of
mana is irrelevant (even if it's 0); only the type matters. If the type of mana
can't be defined, there's no type of mana that that permanent could produce."
"The 'type' of mana includes both its color (if any) and any restrictions placed
upon it (for example, mana that can be used only to play artifact spells)."
"Outside the Game" glossary entry: This term was added to the glossary with
the following definition: "A card is 'outside the game' if it's in the removed-
from-the-game zone, or if it isn't in any of the game's zones. 'Outside the
game' is not a zone."

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