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Pojo's Magic
The Gathering
Judge's Corner
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 12 Mantras (aka
The Dirty 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. Removing the source of an ability does not
stop that ability from happening. (2 March 03)
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 Sept 04)
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.)
- 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
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