Magic The Gathering Comprehensive Rules - LightNovelsOnl.com
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Floor Rules
The current DCI Magic: The Gathering Floor Rules can be found at www.wizards.com/default.asp?x=dci/doccenter/home.
Flying
Flying is an evasion ability. A creature with flying can't be blocked by creatures without flying. A creature with flying can block a creature with or without flying. See rule 502.4, "Flying."
Forecast
Forecast is a special kind of activated ability that can be played only from a player's hand. It's written "Forecast [Activated ability]." A forecast ability may be played only during the upkeep step of the card's owner and only once each turn. The controller of the forecast ability reveals the card with that ability from his or her hand as the ability is played. That player plays with that card revealed in his or her hand until the upkeep step ends or until it leaves the player's hand, whichever comes first.
Forest
"Forest" is one of the five basic land types. Any land with the land type Forest has the ability "{T}: Add {G} to your mana pool." See rule 212.6d.
Forestcycling
See Landcycling.
Forestwalk
See Landwalk.
Free-for-All
Free-for-All is a multiplayer variant in which a group of players complete as individuals against each other. See rule 605, "Free-for-All Variant."
Game Action
Several steps contain actions that don't use the stack. These actions are game actions. The game actions are phasing in and out at the start of the untap step (see rule 302.1), untapping at the start of the untap step (see rule 302.2), drawing a card at the start of the draw step (see rule 304.1), declaring attackers at the start of the declare attackers step (see rule 308.1), declaring blockers at the start of the declare blockers step (see rule 309.1), the active player discarding down to his or her maximum hand size at the start of the cleanup step (see rule 314), and removing damage from permanents and ending "until end of turn" effects at the start of the cleanup step (see rule 314). Mana burn at the end of a phase is also a game action (see rule 300.3).
General
The player seated in the middle of a team in the Emperor multiplayer variant is called the team's emperor. The other players are called generals. See rule 607, "Emperor Variant."
Generic Mana Cost
A generic mana cost is represented by a number in a gray circle. Any color of mana, as well as colorless mana, may be used to pay a generic mana cost. See rule 104.3b.
Global Enchantment (Obsolete) Some older cards used the term "global enchantment." These cards now say "non-Aura enchantment." See also Aura and Enchantment.
Graft
Graft represents both a static ability and a triggered ability. "Graft N" means "This permanent comes into play with N +1/+1 counters on it" and "Whenever another creature comes into play, you may move a +1/+1 counter from this permanent onto that creature." If a creature has multiple instances of graft, each one works separately.
Grand Melee
The Grand Melee variant is a modification of the Free-for-All variant. Grand Melee is normally used only in games begun with ten or more players. The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player's turn. See rule 608, "Grand Melee Variant."
The Grand Melee variant uses the following default options: (a) Each player has a range of influence of 1 (see rule 601), and (b) the attack left option is used (see rule 604). The attack multiple players and deploy creatures options aren't used in the Grand Melee variant.
Graveyard
Each player's discard pile is his or her graveyard. Countered spells, destroyed or sacrificed permanents, and discarded cards are put into their owner's graveyard. See rule 217, "Zones."
Hand
The hand is the zone where a player holds cards that haven't been played yet. See rule 217, "Zones."
Haste
Normally a creature can't attack or use activated abilities with costs that include the tap symbol unless it's been controlled by the player continuously since the beginning of that controller's most recent turn. Haste is a static ability that allows a creature to ignore this rule. See rule 502.5, "Haste."
Haunt
Haunt is a triggered ability. "Haunt" on a permanent means "When this permanent is put into a graveyard from play, remove it from the game haunting target creature." "Haunt" on an instant or sorcery spell means "When this spell is put into a graveyard during its resolution, remove it from the game haunting target creature." A card with haunt typically has another ability that triggers "when the creature this card haunts is put into a graveyard." See rule 502.51, "Haunt."