How to Submit Your
Questions to Judge Bill
Judge Bill is here
to answer your Magic: The Gathering rules questions. But
first, if you want to be sure he will answer them, look at
the following basic Mantras to see if they answer your
question:
The 13 Mantras
(aka The Dirty Baker's Dozen)
1. I can't play any spells or abilities while
something is resolving or while another spell or ability is
being played. (18 April 02, modified 11 May 04)
2. Increasing the power of creatures once their
damage has been put on the stack won't make them do more
damage.(13 May 02) (Footnote A)
3. If the card doesn't say 'TARGET,' it doesn't
target.(31 May 02) (Footnote D)
4. Protection is a DEBT we owe some of our
permanents. (26 September 02) (Footnote B)
5. When assigning trample, look only at the
toughness of the blocking creatures. Assign damage so that
they would have that much damage on them, and then you can
assign the other damage to your opponent. (26 September 02)
(Footnote C)
6. Play (as in playing a spell) = Cast. (14
January 03)
7. You can't do something just because you want
to. A spell or ability (or the cost of playing a spell or
ability) must tell you to do it before you can do it. (2
March 03)
8. Once a spell or ability is played, removing the
source of the ability or something used to pay the costs of
that spell or ability does not stop that spell or ability
from happening. (2 March 03, modified 4 February 05)
9. If you have multiples of a card in play, you
deal with each card individually. (3 September 03)
10. The Combat Phase has
been moved to the bottom of the page for easier readability
of the other Mantras. Please click on the link to read it.
11. To play an ability, you must
be able to fully pay the costs. You can't play the ability
if you can't pay the costs. You may play the ability as many
times as you can pay the costs. (11 May 04)
12. Mana in your mana pool has nothing to do with
lands. Most lands produce mana, but mana does not produce
lands. (24 September 04)
13. All permanents have summoning sickness. Only
creatures are affected by it. So, if a permanent has been
out since the start of your turn, and you make it into a
creature, it is able to attack. (4 February 05)
Footnote A: A
corollary to this mantra is, "Decreasing the power of
creatures after damage is on the stack won't make them
do less damage." (14 June 02)
Footnote B: DEBT
is an acronym. It stands for Damage,
Enchantments/Equipment, Blocking, and Targeting, which
are the 5 things a creature with protection is protected
from.
For an extended definition, protection is usually
written on a card as "Protection from [quality]."
(For example, "Protection from green.")
-Damage:
All damage dealt to the permanent from a source with
the stated quality is prevented.
-Enchantments:
The permanent can't be enchanted by permanents with
the stated quality.
-Equipment:
The permanent can't be equipped by Equipment with
the stated quality. Such an Equipment stops
equipping that permanent, but remains in play.
-Blocking:
The permanent can't be blocked by permanents with
the stated quality.
-Targeting:
The permanent can't be targeted by spells with the
stated quality, or abilities from permanents with
the stated quality. (Remember Mantra #3.)
Footnote C: You
can assign the extra damage to the creatures if you
want, or assign all the damage to one or more creatures
(even though the damage being dealt is greater than the
toughness of that creature) and none to the other
creatures. But you have to assign damage as the mantra
says before you can assign trample damage to your
opponent.
Footnote D: Local
Enchantment cards being played (cast) target the thing
they're going to enchant. (27 January 03)
10. The Combat Phase. (20 April 04)
Once both players pass priority (whenever I say "both
players pass priority" from here on out for this mantra, I
mean they pass in succession) with an empty stack in the
first main phase, you enter the Combat Phase. The Combat
Phase is broken down into the following steps:
- Beginning of Combat Step: At the beginning of this
step, all "beginning of combat" triggered abilities
trigger and go on the stack. Then, both players may play
instants (instants include instant speed abilities).
Once both players pass priority on an empty stack, go to
the next step.
This is the best time to use an Icy Manipulator or
Master Decoy to tap a creature so they can't attack.
RULES WARNING: Make sure where you are playing
an ability before attackers are declared. When a person
says they "Announce an attack," this means they intend
to pass twice to get to the Declare Attackers step. If
you want to "respond" with something, tell them EXACTLY
when you are responding - either in the first main
phase, or in the Beginning of Attack step.
(99% of the time, you want to do it in the Beginning
of Attack step. But BE CLEAR about it.)
Declare Attackers Step: The player whose turn it is
declares their attackers. This action does not use the
stack, and cannot be responded to.
Once a legal set of attackers has been declared, both
players may play instants. Once both players pass
priority with an empty stack, go on to the next step.
RULES/GAME PLAY NOTES:
- Tapping or untapping a creature after it is
declared as an attacker does not remove it from
combat.
- This is the best time to play an ability like
cycling Decree of Justice or casting Raise the Alarm
to create surprise blockers.
- Once a creature is an attacker, it is considered
an attacking creature until the combat phase ends or
it is removed from combat, whichever comes first.
- Declaring no attackers is still declaring
attackers. However, if no attackers are declared,
finish this step, and then the game skips
immediately to the End Of Combat Step. (Changed 4
February 05)
Declare Blockers Step: At the beginning of this
step, the player who is being attacked declares their
blockers. This action does not use the stack, and cannot
be responded to.
Once a legal set of blockers has been declared, both
players may play instants. Once both players pass
priority with an empty stack, go on to the next step.
RULES/GAME PLAY NOTES:
- Once a creature has blocked an attacking
creature, removing the blocking creature from play
or tapping the blocking creature won't let the
attacker through. The attacker is still considered
blocked.
- This is the best time to play stuff like Giant
Growth or Predator's Strike to deal more damage.
- Declaring no blockers is still declaring
blockers. (Added 4 February 05)
Combat Damage Step: When this step begins, all
creatures assign damage. Creatures that are blocked or
blocking assign damage to each other (their controllers
assign the damage), and creatures that weren't blocked
assign damage to the defending player. Trample or
Banding may change how or who assigns damage. This
assigning of damage is placed on the stack as a single
object, but it can't be countered.
(See Mantra 5 for notes on assigning trample damage.)
Both players then may play instants (like Pearl
Shard's ability). Once damage is the only thing on the
stack and both players pass priority, damage is dealt as
it was originally assigned. Once both players pass
priority on an empty stack, go to the next step.
RULES/GAME PLAY NOTES:
- If any creatures have first strike or double
strike when damage would be assigned, only those
creatures assign (and deal) damage. A second Combat
Damage Step is then created (right after the first
one, and just like the first one) to let all
creature that didn't assign damage in the first
Combat Damage Step and all creatures with double
strike assign and deal damage.
- If all creatures blocking or being blocked by a
creature aren't in play when damage would be
assigned, then the creature that has no creatures
blocking or being blocked by it doesn't assign
damage. (Exception: Attacking creatures with trample
assign and deal all damage to the defending player
in this instance.)
- If a creature leaves play after damage is
assigned but before it is dealt, it deals damage how
it was assigned. Any assignments of damage to that
creature aren't dealt.
End of Combat Step: At the beginning of this step,
all "end of combat" triggered abilities trigger and go
on the stack. Then, both players may play instants
(instants include instant speed abilities). Once both
players pass priority on an empty stack, go to the
second main phase.
Click here to return to the other
Mantras.
Again, apply the Mantras before you write in to me with a
question about them. If it looks like you wrote in without
applying them, my "Delete" key will thank you for the
workout.
If you
feel the above have not addressed your questions, feel free
to submit them to Judge Bill at:
pojomagicjudge@hotmail.com