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Sticky: Rules Q&A - The Keyword FAQ
7 years ago  ::  Sep 02, 2006 - 11:30AM #21
zammm
Date Joined: Jul 3, 2003
Posts: 27,230
Flashback
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Comprehensive Rules entry for this keyword: Show
702.32. Flashback

702.32a Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player's graveyard and the other that functions while the card is on the stack. "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack." Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g.

Specific Questions

Q: What does flashback do?
A: Flashback is a mechanic that allows you to cast cards in your graveyard. (They're casted much the same way you would cast a card from your hand.) After you cast a card this way, it gets exiled the next time it would leave the stack.

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Q: When can I cast a card for its flashback cost?
A: Any time you could normally ast it. Flashback doesn't change the times you can ast the card, just where you're casting it from.

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Q: What's the mana cost and/or converted mana cost of a spell that's been flashed back?
A: The same as it always is. The mana cost (and therefore the converted mana cost) of a card is determined by what's sitting in the top-right corner of the card, not by what you actually spend to cast the card.

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Q: Do cards that alter the amount a spell costs to cast also reduce the amount you pay for flashback?
A: Yes; effects that cause you to pay more or less for a spell affect the total cost of the spell, which includes additional and alternate (like Flashback) costs, not just the mana cost.

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Q: I flash back a spell, and it's countered. Where does the spell go?
A: It gets exiled. When you flash back a spell, it gets exiled instead the next time it would leave the stack, no matter how it would leave.

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Q: What happens if I flash back a spell, and something happens that would make the card go somewhere specific? (eg, It was Remand ed, it was Hinder ed, it has buyback and the buyback was paid, there's an Eye of the Storm on the battlefield...whatever)
A: If the effect that's trying to move the card is trying to move it to anywhere except the exile zone, the card gets exiled instead. It can't go to your hand or your library or your graveyard--it will be exiled.

Note that while this screws up most things that try to do things with spells, things that exile the card directly (such as Eye of the Storm and Spelljack ) will work just fine. This is because flashback's own exile effect only kicks in if the card isn't going to be exiled anyway.

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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary
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7 years ago  ::  Sep 02, 2006 - 11:30AM #22
zammm
Date Joined: Jul 3, 2003
Posts: 27,230
This section has been removed. For information on Threshold, see the Ability Words section.

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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary
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7 years ago  ::  Sep 02, 2006 - 11:31AM #23
zammm
Date Joined: Jul 3, 2003
Posts: 27,230
Madness
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Comprehensive Rules entry for this keyword: Show
702.33. Madness

702.33a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player's hand. The second is a triggered ability that functions when the first ability is applied. "Madness [cost]" means "If a player would discard this card, that player discards it, but may exile it instead of putting it into his or her graveyard" and "When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn't, he or she puts this card into his or her graveyard."

702.33b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2e-g.

Specific Questions


Q: What does madness do?
A: Essentially, when you discard a card that has Madness, you're given the option of casting that card for its madness cost. (The mechanism's a bit more complex than just that, but that's the gist of it.)

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Q: Can I discard a card just because I want to in order to cast it with madness?
A: No. You can't discard something just because you feel like it, for the same reason you can't just decide to gain 50 life on a whim. In order to do anything, including things like discarding cards and sacrificing permanents, there has to be some rule or some card that's allowing you to do so.

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Q: Can I cast a card with madness for its madness cost if I discarded it earlier?
A: No. You have to decide whether or not to use madness as you're actually discarding the card. Once you've decided not to, you can't "back up" later and cast it.

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Q: If I cast a spell by paying its madness cost, what is the mana cost or converted mana cost of the spell?
A: Whatever it is normally. The mana cost (and therefore the converted mana cost) of a card is determined by what's sitting in the top-right corner of the card, not by what you actually spend to cast the card.

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Q: Do cards that alter the amount a spell costs to ast also reduce the amount you pay for madness?
A: Yes; effects that cause you to pay more or less for a spell affect the total cost of the spell, which includes additional and alternate (like madness) costs, not just the mana cost.

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Q: Can I cast a madness spell if I am discarding the card as a cost?
A: Yes. Madness doesn't care how you're discarding the card; all that matters is that you're discarding it.

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Q: Can I cast non-instant cards with Madness whenever I discard them? Even on my opponent's turn?
A: Yes. Madness circumvents the normal timing restrictions; you can ast any card with madness when you discard it, no matter whose turn it is or whether or not you could cast the spell normally.

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Q: Do madness cards go to the graveyard as a result of being discarded before being put on the stack?
A: No. When you cast a card with madness, it still counts as being discarded, but it doesn't actually get to your graveyard before you cast it. That means your opponent can't remove it from your graveyard "in response" to stop you from casting the spell. Abilities that trigger on a card being discarded, however, will still trigger.

Do note that while your opponent won't be able to remove it from your graveyard, they could remove it from the exile zone in order to stop you.

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Q: I heard something about some sort of trick involving playing lands or casting sorceries that you could do with Madness. What is it and how does it work?
A: This "trick" is a loophole in the rules that has since been closed.

Madness used to work slightly differently, which made it possible in some cases to play lands or cast sorceries after you discarded the madness card, but before you cast it. This is no longer the case; the madness rules were changed slightly and the loop was closed.


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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary
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7 years ago  ::  Sep 02, 2006 - 11:31AM #24
zammm
Date Joined: Jul 3, 2003
Posts: 27,230
Fear
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Comprehensive Rules entry for this keyword: Show
702.34. Fear

702.34a Fear is an evasion ability.

702.34b A creature with fear can't be blocked except by artifact creatures and/or black creatures. (See rule 509, "Declare Blockers Step.")

702.34c Multiple instances of fear on the same creature are redundant.

For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ.

Specific Questions

Q: What does fear do?
A: A creature with fear can't be blocked except by artifact creatures and black creatures.

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Q: Can I use a text-altering spell like Mind Bend to change what fear does?
A: No. Since no color words actually appear on the card, text-altering effects can't change it.

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Q: If I block a creature with fear with a black or artifact creature, and then my opponent alt ers my blocker to no longer be black or an artifact creature, what happens?
A: Absolutely nothing. Changing creatures after they've already been declared as blockers won't do anything, even if they would no longer be able to block.

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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary
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7 years ago  ::  Sep 02, 2006 - 11:32AM #25
zammm
Date Joined: Jul 3, 2003
Posts: 27,230
Morph
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Comprehensive Rules entry for this keyword: Show
702.35. Morph

702.35a Morph is a static ability that functions in any zone from which you could play the card it's on, and the morph effect works any time the card is face down. "Morph [cost]" means "You may cast this card as a 2/2 face-down creature, with no text, no name, no subtypes, no expansion symbol, and no mana cost by paying {3} rather than paying its mana cost." (See rule 707, "Face-Down Spells and Permanents.")

702.35b To cast a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card's characteristics) are applied to casting this card. These values are the copiable values of that object's characteristics. (See rule 613, "Interaction of Continuous Effects," and rule 706, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to cast a card from any zone from which you could normally play it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.

702.35c You can't cast a card face down if it doesn't have morph.

702.35d If you have priority, you may turn a face-down permanent you control face up. This is a special action; it doesn't use the stack (see rule 115). To do this, show all players what the permanent's morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn't have a morph cost if it were face up, it can't be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don't trigger when it's turned face up and don't have any effect, because the permanent has already entered the battlefield.

702.35e See rule 707, "Face-Down Spells and Permanents," for more information on how to cast cards with morph.

Specific Questions


Q: What does morph do?
A: Morph is an ability that applies whenever you could cast a card with Morph. Instead of casting it normally, you may choose to cast it face-down as a colorless, typeless 2/2 creature. It remains that way as long as it's face down. Any time you have priority, you may pay that card's morph cost to turn it face-up; when you do, it stops being a colorless, typeless 2/2 and reverts to its "normal" characteristics, whatever they may be.

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Q: What is a face-down creature's name, creature type, mana cost or converted mana cost?
A: A face down creature has no mana cost (and therefore a converted mana cost of 0), a P/T of 2/2, no creature type, and no name. It basically looks like this:

_____ - {}
Creature
2/2


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Q: My face-down creature has some counters, Auras, and/or Equipment on it. If I turn if face-up, does it keep all that stuff?
A: Yes. It's still the same creature it was before; it's just changed a bit. It hasn't left the battlefield or done anything that might remove any of that, so all of it will remain.

Note that while turning the creature face-up doesn't make it a new creature and so doesn't inherently remove Auras or Equipment, it may cause your creature to suddenly be illegal for certain Auras or Equipment to be attached to that creature, which may cause them to fall off because the creature they're attached to is no longer legal.

For example, if you turn a face-down Akroma, Angel of Fury face-up, it will suddenly have protection from white and from blue, which will cause any white or blue Auras on it to be put into the graveyard. And if you turn your face-down Zoetic Cavern face-up, any Equipment attached to it (and any Auras that can't enchant a face-up Cavern) will fall off, because it's no longer legal for them to be attached to the Cavern.

Counters, however, will remain on a card no matter how its characteristics might change.

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Q: Can I respond to someone turning a morph creature face-up?
A: No. Turning a creature with morph face-up for its morph cost is a special action that does not use the stack and cannot be responded to.

However, you can respond to any triggered abilities that trigger on the morph being turned face-up, and you do get a chance to cast spells and activate abilities after the morph has been turned face-up. To find out more about exactly what constitutes a triggered ability, see the Triggered Abilities section of the Main Rules FAQ.

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Q: When I turn a creature face-up, does it count as entering the battlefield?
A: No, it does not. It was already on the battlefield; it just turned face-up.

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Q: Can I turn my face-up creature with morph face-down again?
A: Not unless you have a card that lets you do so . Nothing about morph itself lets you turn your face-up creatures face-down again. All morph does is let you cast it face-down and then let you turn it face-up; it doesn't allow you to reverse the process.

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Q: Does turning a creature face-up or face-down tap or untap it?
A: No. Turning a permanent face up or face down doesn't change whether it's tapped or untapped.

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Q: Can my opponent look at my face-down creatures?
A: No. (That would kind of ruin the point.) Each player may only look at face-down creatures he or she controls.

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Q: Can a face-down spell be countered?
A: Yes; it's still a spell, and can still be countered. (Remember that it has to be revealed when it hits the graveyard.)

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Q: Can a morphed red creature block a creature with protection from red? If so, what happens if I turn the creature face-up?
A: Yes, you can do that. Face-down creatures are colorless, so you can block with the morph, and if you turn it face-up, nothing much happens; the pro: red creature will still be blocked. Blocking restrictions only matter as blockers are being declared; after that, they don't matter.

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Q: My spell or ability tries to turn a morphed creature face-up. Do I have to pay the creature's morph cost?
A: No. If a spell or ability instructs you to turn a face-down permanent face up, you don't have to pay that permanent's morph cost to do so.

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Q: Can a card like Meddling Mage stop me from casting a card with morph?
A: It will stop you from casting it face-up, but you can still cast it face-down, as face-down morph cards have no name.

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Q: My face-down morph creature is exiled with a card like Otherworldly Journey . When it comes back, will it be face-up or face-down? What happens if it phases out instead?
A: If your creature is exiled, it will be exiled face-up and will come back onto the battlefield face-up. This is because the creature "forgets" that it was face-down when it changes zones, and permanents always enter the battlefield face-up unless something specifically says otherwise.

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Q: Can I turn my morph creature face-up while it's still on the stack?
A: No; you can only turn morph cards face-up while the creature is on the battlefield.


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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary
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7 years ago  ::  Sep 02, 2006 - 11:32AM #26
zammm
Date Joined: Jul 3, 2003
Posts: 27,230
Amplify
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Comprehensive Rules entry for this keyword: Show
702.36. Amplify

702.36a Amplify is a static ability. "Amplify N" means "As this object enters the battlefield, reveal any number of cards from your hand that share a creature type with it. This permanent enters the battlefield with N +1/+1 counters on it for each card revealed this way. You can't reveal this card or any other cards that are entering the battlefield at the same time as this card."

702.36b If a creature has multiple instances of amplify, each one works separately.

Specific Questions

Q: What does amplify do?
A: As a permanent with amplify X is entering the battlefield, you can choose to reveal any number of cards from your hand that share at least one creature type with it. For each card revealed that way, that permanent enters the battlefield with X +1/+1 counters on it.

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Q: What happens if the creature with amplify has multiple creature types?
A: If a creature with amplify has multiple creature types, you can reveal cards of any of its types.

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Q: What's the difference between amplify 1 and amplify 2?
A: The number of counters that you get. If you reveal two cards for a creature with amplify 1, it gets two +1/+1 counters, one for each card you revealed. If you reveal two cards for a creature with amplify 2, it gets four +1/+1 counters; two for each card revealed.

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Q: It gets the counters when it enters the battlefield, right?
A: Not quite; it gets them as it enters the battlefield. There is no point when the creature is on the battlefield without the counters.

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Q: What if two creatures with amplify enter the battlefield at the same time? Can I reveal the same cards for both of them?
A: Yes, you can.

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Q: If I use Clone or a similar card on a creature with amplify, do I reveal Shapeshifters or cards of the copied creature's types?
A: Cards of the copied creature's types.

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Q: If I use Artificial Evolution on a card with amplify, can I make it get rid of the counters?
A: No. After you've used it, amplify no longer cares what its creature types are.

However, you can use the Evolution to change the card's creature type while it's still a spell on the stack (to, say, Leviathan), and that can stop your opponent from getting any counters on it in the first place.

--------------------------------------------------------------------------------

Q: What happens if my opponent uses Desertion on my creature?
A: Then your opponent is the one that gets to reveal cards for it.

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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary
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7 years ago  ::  Sep 02, 2006 - 11:33AM #27
zammm
Date Joined: Jul 3, 2003
Posts: 27,230
Double Strike
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702.4. Double Strike

702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, "Combat Damage Step.")

702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.

702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.

702.4e Multiple instances of double strike on the same creature are redundant.

For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ.

Specific Questions

Q: What is double strike and how does it work?
A: A creature with double strike deals both first strike combat damage and normal combat damage during combat.

For example, I attack you with a 1/1 creature with double strike. If you don't block it, it will deal 1 damage to you, and then another 1 damage to you, for a total of 2 damage. If you do block it, my double striker will deal 1 damage to the blocker(s), and then another 1 damage. If the blocking creature(s) doesn't have first strike or double strike, it will only deal damage to my doublestriker if it survives the first blow. If it does so, then it will deal its damage at the same time my doublestriker delivers the second blow.

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Q: If my double strike creature is unblocked, will it deal damage to my opponent twice?
A: Yes. Double strike doesn't care whether the creature was blocked or not; it deals damage twice regardless.

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Q: Do I get to attack twice?
A: No, you do not get to attack twice. Double strike causes a creature to deal damage twice in a single combat phase.

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Q: There's a triggered ability that will do something whenever my creature with double strike deals damage. (For example, it's equipped with Sword of Fire and Ice .) Do I get the trigger twice?
A: Yes. Your double strike creature is dealing damage two separate times, so you will get two separate triggers.

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Q: What happens if my creature is blocked, but the first hit kills all the blocking creatures? Does the second hit go to my opponent?
A: No, it does not. A creature that has become blocked will remain blocked for the rest of combat, no matter what happens to the defending creatures, and blocked creatures will not deal damage to the defending player unless there is something that specifically allows them to, such as trample.

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Q: What if a creature has both trample and double strike?
A: During each combat damage step, the controller must assign lethal damage to any surviving blocking creatures. Any "extra" damage can be assigned to the player, and if there are no surviving blockers, all of the damage is assigned to the player.

For example, a 2/1 double strike trample creature attacks and is blocked by a 1/1. The player assigns 1 damage to the 1/1 and 1 damage to the player. The defending player takes 1 damage and the creature is destroyed. Then, when normal damage is assigned, the controller assigns both of the points of damage to the defending player.

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Q: How does double strike interact with first strike?
A: It doesn't. A creature with both first strike and double strike works exactly the same as a creature with only double strike. First strike works by making the creature deal its combat damage in the first of two combat damage steps. Double strike works by making the creature deal its combat damage in both steps. Thus, adding first strike to double strike is completely and utterly redundant.

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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary
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7 years ago  ::  Sep 02, 2006 - 11:34AM #28
zammm
Date Joined: Jul 3, 2003
Posts: 27,230
Provoke
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Comprehensive Rules entry for this keyword: Show
702.37. Provoke

702.37a Provoke is a triggered ability. "Provoke" means "Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature."

702.37b If a creature has multiple instances of provoke, each triggers separately.

For general information about the combat phase, check the Combat, Attacking, Blocking, and Combat Damage entries in the Main Rules Q&A FAQ.

Specific Questions

Q: What does provoke do?
A: Provoke is an ability that allows you to force your opponent's creatures into combat. When you attack with a creature with provoke, you may untap a target creature the defending player controls and have that creature block yours if able.

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Q: Can my opponent respond to provoke? Or do I just choose what blocks?
A: Provoke is a triggered ability and uses the stack, so your opponent can respond to it.

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Q: Does the creature I target with provoke have to be tapped?
A: No, it does not, but if it is, it untaps.

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Q: I target a creature with a tap-ability with provoke, and it untaps. What happens if my opponent uses its ability to tap it again right away?
A: The creature is tapped, and thus cannot block, so it doesn't.

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Q: What if I have a creature with flying (or some other evasion ability) and provoke? Can I make a creature block it that normally couldn't?
A: No, you cannot. Provoke only makes the creature block if it's able to. If your creature can fly over it, it can't block, and so doesn't.

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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary
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7 years ago  ::  Sep 02, 2006 - 11:34AM #29
zammm
Date Joined: Jul 3, 2003
Posts: 27,230
Storm
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Comprehensive Rules entry for this keyword: Show
702.38. Storm

702.38a Storm is a triggered ability that functions on the stack. "Storm" means "When you cast this spell, put a copy of it onto the stack for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies."

702.38b If a spell has multiple instances of storm, each triggers separately.

Specific Questions

Q: What does storm do?
A: Storm is an ability that makes your spells better if other spells have been cast during the same turn. When you cast a spell with storm, in addition to the original spell, you create a copy of it for each spell that was cast before it during the current turn.

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Q: Do the storm copies count for future storm counts?
A: No. Storm only counts spells that have been cast, and storm copies are put directly onto the stack, not cast.

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Q: What about copies created by {Card}?
A: Read the card you're asking about. If the card says it copies a card, and then lets you cast that copy, it counts for storm because you cast it. If it just says you copy a spell, it doesn't count for storm, as the copies are put directly onto the stack, not cast.

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Q: Does making a storm copy count as casting a spell?
A: No. The copies are put directly onto the stack; they are not cast.

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Q: How does storm interact with replicate?
A: It doesn't. At all. Replicate copies are never cast, so they don't count for storm, and if you somehow replicate a storm spell, the replicate copies will not themselves storm, for that very same reason. (And you can't replicate storm copies, either, again, because you're not casting them.)

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Q: What happens if an opponent responds to my storm spell by casting some other spell? Do I get another copy?
A: No. Storm only counts spells that have been cast before yours; spells cast after it won't count.

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Q: What happens if my opponent counters the original storm spell?
A: That one spell will be countered, but all the copies would still be there. Countering the original spell does nothing to the copies.

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Q: Can storm be responded to? Can it be Stifle d?
A: Yes; storm is a triggered ability, so it can be both responded to and stifled.

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7 years ago  ::  Sep 02, 2006 - 11:35AM #30
zammm
Date Joined: Jul 3, 2003
Posts: 27,230
Affinity
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Comprehensive Rules entry for this keyword: Show
702.39. Affinity

702.39a Affinity is a static ability that functions while the spell is on the stack. "Affinity for [text]" means "This spell costs you {1} less to cast for each [text] you control."

702.39b The affinity ability reduces only the amount of generic mana a spell's controller has to pay; it doesn't reduce how much colored mana that player has to pay.

702.39c If a spell has multiple instances of affinity, each of them applies.

Specific Questions

Q: What does affinity do?
A: Affinity is a mechanic that makes your spells cheaper if you control certain kinds of permanents; your spells with affinity for X cost less to cast for each X you control. The more of the appropriate kind of permanent you control, the cheaper your spells become.

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Q: Can affinity reduce the amount of colored mana I pay?
A: No.

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Q: Does affinity change the mana cost or converted mana cost of the spell?
A: No; the mana cost and converted mana cost of a spell is determined solely by what's in the top-right corner of the card. Nothing else matters.

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whitemana.gif ~ bluemana.gif ~ blackmana.gif ~ redmana.gif ~ greenmana.gif
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Magic Area FAQ & Index | Magic General FAQ | Card Comparisons | The Wording Clinic
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And so people say to me, "How do I know if a word is real?" You know, anyone who's read a children's book knows that love makes things real. If you love a word, use it! That makes it real. Being in the dictionary is an artificial distinction; it doesn't make the word any more real than any other word. If you love a word, it becomes real.
--Erin McKean, Redefining the Dictionary
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