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http://www.wizards.com/magic/comprules/MagicCompRules_031503.doc



413. Resolving Spells and Abilities

413.1. Each time both players pass in succession, the spell, ability, or combat damage on top of the stack resolves. (See rule 416, “Effects.”)

413.2. Resolution of a spell or ability may involve several steps but is treated by the game as a single indivisible action. These steps are followed in the order listed below.

413.2a If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become illegal if its characteristics changed since the spell or ability was played or if an effect changed the wording of the spell or ability. If all targets are now illegal, the spell or ability is countered. If the spell or ability is not countered it will resolve normally, affecting only the targets that are still legal. If a target is illegal, the spell or ability can’t perform any actions on it or make the target perform any actions. If the spell or ability needs to know information about one or more targets that are now illegal, it will use the illegal targets’ current or last known information.

413.2b The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or “Counter target spell. Put it on top of its owner’s library instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in these cases―read the whole card and apply the rules of English to the text.

413.2c If an effect offers any choices other than choices already made as part of playing the spell or ability, the player announces these while applying the effect. The player can’t choose an option that’s illegal or impossible. (For example, a player can’t avoid the consequences of not taking an optional action if he or she can’t meet all the immediate requirements of that action.)
Example: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.

413.2d If an effect requires both players to make choices or take actions at the same time, the active player makes and announces his or her choices first, and then his or her opponent does (knowing the first player’s choices). Then the actions take place simultaneously. This is called the “active player rule.” If a player must make more than one choice at a time, he or she makes the choices in the order written, or in the order he or she chooses if the choices aren’t ordered. Then, the actions are processed simultaneously.
Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses. In these cases, the active player makes any choices required for the first action, then the nonactive player makes any choices required for that action, then the first action is processed simultaneously. Then, the active player makes any choices required for the second action, then the nonactive player makes any choices required for that action, then that action is processed simultaneously, and so on.
Example: Stronghold Gambit reads, in part, “Each player chooses a card in his or her hand. Then each player reveals his or her chosen card.” First the active player chooses a card, then the nonactive player does so. Each player reveals the cards simultaneously.

413.2e If an effect gives a player the option to pay mana, he or she may play mana abilities as part of the action. No other spells or abilities can be played during resolution.

413.2f If an effect requires information from the game (such as the number of creatures in play), the answer is determined only once, when the effect is applied. The effect uses the current information of a specific permanent if that permanent is still in play, or of a specific card in the stated zone; otherwise, the effect uses the last known information the card or permanent had before leaving that zone. The exception is that static abilities can’t use last known information; see rule 412.5. If the ability text states that a permanent does something, it’s the permanent as it exists (or most recently existed) that does it, not the ability.

413.2g An effect that refers to characteristics of a permanent checks only for the value of the specified characteristics, regardless of any related ones the permanent may also have.
Example: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t.

413.2h A spell card is put into play from the stack under the control of the spell’s controller (for permanents) or is put into its owner’s graveyard from the stack (for instants and sorceries) as the final step of the spell’s resolution.

413.2i If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties.
 
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