Round. If in a turn, a player get a few extra rounds, or all players have extra rounds, each of these rounds are required, and by the latest round of the additional first started. See rule 300.6.
cards face down / Face-Down
stack of cards face down, face-down field of the permanent, and jump away from the area of the card face down, in addition to enabling them to face down the mighty features or rules other than specified, and no other features. The value that this object can be copied eigenvalues.
at any time, you can view the stack of cards you control face-down spell, or you control the cards face down permanents.
you can not view any other area of the face-down card, or by the other player controls the cards face-down permanents. Making permanent card face-down ability or rules may also allow the permanent's controller to turn back to positive. Spell usually can not be turned face up.
if you control as many cards in a stack face down spell, or face down on the floor of the permanent license, you must always ensure that these cards face-down spells and permanents between significant difference.
see rule 504,
regression / Fading
subsided ability are key words, will limit the permanent presence of the time. You can not do, sacrifice the permanent. See rule 502.20,
Fear / Fear
ability that fear is escape. Creature with fear can only be artifact creatures and / or black creatures. See rule 502.25,
Initiative / First Strike
first strike is a static ability that the rules of combat damage step. The beginning of the combat damage step, if any attacking or blocking creature with first strike or double strike (see rule 502.28), not a first strike and double strike creature not assign combat damage this time. Will not continue as usual after the fighting is over, but instead this stage adds a second combat damage step to handle the remaining creatures. See rule 502.2,
fall / Fizzle (Informal)
See rule 413.2a.
Flanking / Flanking
Flanking is a triggered ability that the declare blockers step in the trigger. See rule 502.3,
Flashback / Flashback
are some of the instant flashback
and magic cards static ability, when the card in its owner's graveyard effect. The brand owner can pay its flashback cost to use from the graveyard this card. If this method uses the spell, when this card will leave the stack any time, to be removed from the game, instead of putting it anywhere else. Penetration ability to use the spell, be in accordance with the rules 409.1b and Rule 409.1f to h of the specification to cover the replacement costs. (See rule 502.22,
background narrative / Flavor Text
This is the text box appears in the card on the italicized (but not parentheses), used to provide fascinating background details of the game, but not associated with the game. See rule 207.2.
flip a coin / Flip a Coin
If the coins are not easy to distinguish between use of positive and negative, then the first one side designated as If no coins are available, the usual alternative is to roll the dice.
Floor Rules / Floor Rules
Here you can access the current DCI Magic Floor Rules million: www.wizards.com/default.asp?x=dci/utr/intro.
Flight / Flying
flying ability that belongs to escape. Creature with flying can not be non-flying creature of the block. Regardless of whether a creature has flying, with flying creature can block it. See rule 502.4,
Forest / Forest
All types of land with trees here, have this ability: See rule 212.6d.
cycle woods / Forestcycling
cycle to see card.
forest monk / Forestwalk
see landwalk.
Games Action / Game Action
Some steps include not use the stack action. These actions as the game action. Actions, including steps to start the game when replacement departure and jump back (see rule 302), reset the start of the reset procedure (see Rule 302), draw step draw a card at the beginning (see rule 303), declare attackers step begins the declaration of attackers (see rule 308), declare blockers step begins the declaration of blockers (see rule 309), cleared the steps at the beginning of the active player will give up his or her hand to limit the quantity (see rule 314), clear steps on the removal of all permanent damage and end all Phase at the end of the game is mana burn action (see rule 300.3).
general mana cost / Generic Mana Cost
general mana cost will be the number of the gray circle to represent. Generally available with any color mana cost, or colorless mana to pay. See rule 104.3b.
wide area of the Ward / Global Enchantment
wide area of Enchantment Enchantment is a classification. Them to See rule 212.4,
graveyard / Graveyard
each player's discard pile is his or her graveyard. The spell is countered, be destroyed or sacrificed permanents, and the cards will be discarded into its owner's graveyard. See rule 217,
hand / Hand
player has been crawled but not yet used the card, will remain in the hands of. See rule 217,
Agile / Haste
general, unless the creature's controller in his most recent turn began when handling it, otherwise it can not attack this creature can not use the start-up costs include the tap symbol of activated abilities. Agility is a static ability that makes the creature can ignore the rules. See rule 502.5,
Riding / Horsemanship
riding ability that belongs to escape. Creature with horsemanship can not be non-equestrian blocked by creatures. Regardless of whether a biological equestrian ability, a creature with horsemanship can block it. See rule 502.17,
If / If
see the
illegal action / Illegal Action
If a player begins an action, only to find he can not legally do this, they fell back to the action and cancel any paid fees. Such actions are not completed will not trigger any abilities, nor does any effect to take effect. When the rewind illegal spells and abilities, the original player has priority once again be the priority, and can do other action or ignored. The player can be a legitimate way to do it again fell back to the action, or make other rules to allow the action. See rule 422,
unsupported / Illegal Target
spell or ability if the target is specified, it will check whether the target in the legal settlement. If the target is out of the court, or has been removed from this spell or ability of the designated area, the target is illegal. Since the characteristics of the target if used after this spell or ability has been changed, or an effect of changing this spell or ability of the narrative text, the target may therefore become legitimate. See rule 413.2a.
Photo / Illustration
picture printed on the card's upper half, is not associated with the game. See rule 204,
Artist / Illustration Credit
artist name brand printed on the picture just below the text field, not associated with the game. See rule 209,
imprint / Imprint
impression is activated or triggered ability, the word for Out of the theater in the card, as long as the imprint ability is due to be removed from the game who can be imprinted on the sources of the differences. See rule 502.34,
imprinted [type] card / Imprinted [type] card
If a permanent imprint on the cards more than in the same category, these cards are See rule 502.34,
field / In Play
When the artifact, creature, or enchantment spell resolves, this card becomes permanent and onto the battlefield. When using the land, it becomes a permanent and onto the battlefield. Derivatives are also stored in this area. See rule 217,
independent / Independent
If an effect
Another effect will come into effect (see rule 418.5a), and the latter due to the impact of change within the text of the former description, the effects of permanent, the resulting effect The former effect is the If not, then this effect will be independent of the other effects. See rule 418.5,
will not destroy / Indestructible
If a permanent is indestructible, rules and effects can not be the elimination. Of such permanent will not be destroyed by lethal damage will ignore the fatal injuries caused by state based effect (see rule 420.5c). But some still make such rules or permanent effect to be sacrificed, was placed in a graveyard, or from the game.
unlimited rules / Infinity Rule (Informal)
rules in million Magic is not Sometimes the game will be continually repeated to a group of state action. See rule 421,
moment / Instant
Player can only be used when he has an instant priority. Instant spell resolves, it will be into its owner's graveyard. See rule 212.5,
to / Instead
included is the replacement effect Most replacement effects use See rule 419,
interference / Interrupt (Obsolete)
some early versions of the card, the card type column published All cards are now instant card interference. All abilities as an interrupt, and now are as a general use activated abilities (if they have mana, then a mana abilities.)
with
If the triggered ability's trigger event is immediately followed by a specific condition (for example, ), then check the trigger event must be checked for this particular condition is substantiated; If formed, this ability will not trigger. In the settlement of this ability, it will again check the specific conditions; If formed, this ability would fail. Note: This is the process of checking the legality of the same goals. Another Note: The triggered ability of the See Rule 404.3.
Island / Island
All types of places here with the island, have this ability: See rule 212.6d.
cycle Island / Islandcycling
cycle to see card.
potential home island / Islandhome (obsolete)
some early versions of the card printed This creature. Home before the island with potential card, now with these two parts can vary, and no longer use this keyword.
island walkers / Islandwalk
see landwalk.
Keywords abilities / Keyword Ability
Some differences can
very common, or which is defined to account for too much space to the board. In this case, only the abilities listed in the name as See rule 502,
increase / Kicker
growth ability are key words, including the costs and effects. Paying a spell's kicker cost, you can make this spell has additional effects, or have other effects. See rule 502.21,
cost increase is the additional cost of using the spell. You select the spell mode, declaring it will pay the increase cost of this spell (see rule 409.1b), and the payment of other costs of this spell, they will be paying this fee (see rule 409.1f). You may choose whether to pay the increased fees.
unless the spell's controller declared that he will increase in order to effect an increase in fees to pay, he can select the target for this increase in effect (see rule 409.1d). If the spell's controller declared that he would not pay for an increase in effect to increase fees, he can not choose the target for this growth effect.
in / Land
To not spell and do not enter the stack; them directly from your hand into play. Active player in the action phase of his turn, has priority and the stack is empty, the use of land card from his hand. If an object class is also with other categories, use it only as a ground. It can not be used as a mantra. See rule 212.6,
to class / Land Type
to the vice category (that is, the (Annotation: Chinese Vice categories connected to the See rule 212.6,
cycle to license / Landcycling
cycle land card is activated ability. will shuffle your library. See rule 502.18,
landwalk / Landwalk
landwalk a generic term; board usually refers specifically to the rules described in a feature, such as
landwalk ability that belongs to escape. As long as defending player controls at least one of the specified subtype or supertype, the monk has to creature can not be blocked. See rule 502.6,
last known information / Last Known Information
object of the If the spell or ability resolves the effect of the information you need to know the object, but this object is not in the original should be in the region, then this effect will use the last known information about the object. See rule 413.2f.
classification layer / Layer
various effects will be sustained in the following order, each effective level in six categories: (1) copy effects (see rule 503, 3) the effect of changing the narrative text, (4) changes in categories, vice class, super class effect, (5) Other changes in strength or toughness is not a continuous effect, (6) changes in the effects of strength or toughness. See rule 418.5,
departure / Leaves Play
See rule 410.10c.
if the derivatives as well, will immediately disappear. This is in accordance with state based effect. See rule 420.5.
if a permanent departure, and later returned, it will be seen as a new permanent, with no previous (Time jump is the exception to this rule; see rule 502.15,
copyright text / Legal Text
copyright text (printed on the bottom of the card) lists the release date and copyright information, and is not related to the game. See rule 210,
legend, legend / Legend, Legendary
permanent if the number of the same name in play, and the legendary deputy categories, or super-category as into its owner's graveyard. This See rule 420.5.
If a If the biological category of
biological category of If the organism into the legendary creature type, it is the legendary creatures and effects by the legendary rule.
fatal injuries / Lethal Damage
fatal injury is greater than or equal damage to biological defense. Defense forces is greater than 0 and be killed creatures will be destroyed. This is in accordance with state based effect. See rule 420.5.
library in / Library
When a game starts, each player has individual sets of cards into the deck. See rule 217.2,
life, total life / Life, Life Total
Life is like a fraction of the total. Each player starts the game with 20 points. If the total increase in life, they deemed to be life. If the reduction of the total life, we as a loss of life. Players life total down to 0 to lose. This is in accordance with state based effect. See rule 420.5.
getting a later start / LIFO (Informal)
spells and abilities into the stack in the order after the settlement. Before the final settlement will be used. See rule 409,
regional Enchantment / Local Enchantment
regional Enchantment Enchantment is a classification. Them to See rule 212.4, If the regional
Ward Results attached illegal permanent or player hand, or the enchanted permanent or player no longer exists, this will be a regional enchantment into its owner graveyard. This is in accordance with state based effect. See rule 420.5.
lost the game / Lose the Game
When a player loses, the game should end immediately. See rule 102,
Madness / Madness
madness that keyword represents two abilities. that player's graveyard, as this card is usually in his hands; and pay [cost] rather than paying its mana cost. When he was let off the next priority, he put this card into his graveyard. See rule 502.24,
the main game / Main Game
have a card (Shahrazad) allows players to million sub-Magic game. See rule 506,
action stage / Main Phase
Active player can only act in their own round stage, with a priority, and stack empty, from the use of his hands artifact, creature, enchantment, and magic cards. Each turn a player can only use a land card, and can only act in their own round stage into use.
mana / Mana
mana is used to using the spell energy, usually generated from the ground. Mana generated by the mana abilities (and sometimes generated by the spell), can be directly used to pay expenses, or stored in a player's mana pool. See rule 406,
colored mana cost of the colored mana symbols, can only use the appropriate color of mana to pay. Generally available with any color mana cost, or colorless mana to pay. See rule 104.3.
will add mana mana pool of spells or abilities, may limit its use. Generated by an ability mana may only be used with a creature spell, or only used to pay start-up costs.
a permanent If the mana class can not be defined, this permanent can not produce any type of mana. Mana,
mana abilities / Mana Ability
mana abilities if not activated, it is triggered. Mana ability does not enter the stack ~ it immediately settled. See rule 411,
player may have a priority of his, and the rules or the effect of asking him to pay the mana, the use of activated mana ability. This is the only spells and abilities in the use of or ability to use half-way settlement. See rule 406,
mana burns / Mana Burn
when the end of the period, patients stay in the licensing practices have not used force mana pool is lost. Therefore, each player one mana lost will also lose 1 life,
the true religion, it is called mana burn. See rule 300.3.
mana cost / Mana Cost
addition to licensing, the licensing of its mana cost is the top right corner of mana symbol. To licensing, derivatives, and the cards face down creature mana cost to 0. See rule 203,
mana pool / Mana Pool
produce mana when the effect after it into the player mana mana pool. Mana mana pool can be used to pay for the cost of spells and abilities. Can immediately be used to pay the mana cost, can also be stored in the mana pool, used in the later stages of use. End of each stage, mana pool will be empty. See the mana burns.
mana source / Mana Source (Obsolete)
some early versions of the card, the card type column published All mana source cards are now instant cards. Reads,
mana symbols / Mana Symbol
mana symbol is {W}, {blue}, {black}, {red}, {G}, {X}, {Y}, {Z}, and {zero}, {a }, {b}, {c}, {d} like the number sign. See rule 104.3.
colored mana symbols represent a particular color one mana: {W} white, {U} blue, {B} black, {R} is red, and {G} is green. See rule 104.3a.
number sign (such as {a}) is called the generic mana, representing the amount of mana can be any color, or colorless mana to pay. See rule 104.3b.
{X}, {Y} and {Z} represents the undetermined amount of mana; if the cost of using the spell or activated ability is included in the cost {X}, {Y } or {Z}, by its controller to determine the variable values. See rule 104.3c.
in the For example, {X}), they represent colorless mana. See rule 104.3d.
{zero} This symbol represents zero mana, used to indicate the start of a spell or ability that is free of charge. Using this cost {} is zero when the spell or ability, to follow the same spell or ability to use the general approach to the treatment; it will not automatically used. See rule 104.3e.
Bureau / Match
One council usually matches with three wars, and sometimes three wins five games. For more information, please refer to the latest version here million Magic DCI Floor Rules: www.wizards.com/default.asp?x=dci/utr/intro.
hand cap / Maximum Hand Size
the number of players on the hand of an upper limit, usually seven; but some effects will change this number. Active player in the first part of the cleanup: if too many cards in his hand, then the player to select and discard enough cards to make them consistent with the maximum amount of hand (but no more abandon.) See rule 314,
with the pattern, pattern / Modal, Mode
If a spell or ability reads, A model spells and abilities to provide a different effect options. Player has a pattern in the use of a spell or ability, it must be to choose their mode; If a triggered ability, then this ability is taken into the stack to choose their mode. See rule 409.1b.
Kit / Modular
package represents two abilities, one is a static ability, the other is a triggered ability. an indicator, you can target artifact creature, put a +1 / +1.
activated Artifact / Mono Artifact (Obsolete)
some early versions of the card, the card type column published These artifacts, on the activated abilities are included tap symbol. In general, the printing of the
transfiguration / Morph
turned certain brand above static ability that you can play a role in the use of the license, and the effect turned their cards face down in the continuing impact of the time this card. zero mana cost {}; this time to pay {c}, rather than paying its mana cost. morph cost objects displayed to all players, to pay this fee, so that it is turned face up. This action does not stack. See rule 502.26,
Mountains / Mountain
All types of land with mountains here, have this ability: See rule 212.6d.
cycle Mountains / Mountaincycling
cycle to see card.
Mountainwalk / Mountainwalk
see landwalk.
Move / Move
When this effect is to move it, if the enchantment, armed with, or indicators no longer exist, or it will move the object is not located in areas that will not have happened. Similarly,
ralph lauren shirts cheap Computer Institute of Ji, if the sector or regional node can not be enchanted weapons or wear with a new permanent,
buy fivefingers shoes Archaeologist, and then they will not move and remain in place.
enchantment has been moved is no longer attached to the previous statement on the permanent and began to enchant on the new permanent, and get a new time stamp. In addition, there is no change in this enchantment. The enchantment never leave the ground, so it will not trigger any approach or departure triggered ability. If this Enchantment moved, there is a stack abilities of this enchantment, and this ability will affect the objects, rather than the former. Above rules also apply to mobile after the Equipment.
wear ability can be armed with biological move from one to another creature.
rescheduling / Mulligan
in the player before the start of the first round, he can wash his or her hand back deck, and then re-arrested a Novice license, but must draw a little, this is called If players are not satisfied with their starting hand, they can be scheduled. Player may continue to re-scheduling, but few draw a card each time, until the zero cards left hand up. See rule 101.4.
multicolor / Multicolored
multicolor card with the number of colors. Multi-color printed card of the card box,
ralph lauren from uk Clean, gold, to emphasize this point. See rule 203.2.
anything as long as the impact of multi-color permanent contains any color, would this permanent impact. For example, reads Can not affect the color of a particular brand, it will not affect the multi-color contains the color permanent; it reads
brand name / Name
brand name printed on the card's upper left corner. See rule 202,
non-basic land / Nonbasic Land
all non-To whether the
Digital / Number
million Magic game uses only integers, do not use fractions or decimals; such figures can not select points selected, or causing harm to a decimal point. When a spell or ability will have a score, will tell you after the decimal point or rounding of the decimal. See rule 104,
power or if the biological defense, mana cost, the total life player, or a certain amount of damage is less than 0, then as long as they do not change the number, this number is calculated as 0 . If you can not define the number, then it as a 0.
Example: If 3 / 3 creature gets -5/-0, it will result in 0 points in combat damage. To let the power increase back to 1, you need to let it get +3 / +0 Caixing. (3 minus 5 plus 3 equals 1)