#######################
# CARD CLARIFICATIONS #
#######################
o
O /`-.__
/ \·'^|
o T l *
_|-..-|_
O (^ '----' `)
`\-....-/^
O o ) "/ " (
_( (-) )_
O /\ ) ( /\
/ \( ) | \
o o \) ( / \
/ |( )| \
/ o \ \( / \
__.--' O \_ / .._ \
//|)\ , (_) /(((\^)'\
| | O ) ` |
| / o___ / /
/ _.-''^^__O_^^''-._ /
.' / -''^^ ^^''- \--'^
.' .`. `'''----'''^ .`. \
.' / `'--..____..--'^ \ \
/ _.-/ \ \
.::'_/^ | | `.
.-'| | `-.
_.--'` \ / `-.
/ \ / `-._
`'---..__ `. .´_.._ __ \
``'''`. .' `'^ `''---'^
`-..______..-'
***********
* Balance *
***********
Creatures with protection from white are not affected by Balances destruction
abilities, but you still have to count them when assessing the fairness of the
game state.
Example: Opponent has one creature in play, you have a Sengir Vampire and a
Black Knight (immune to white magic). This still counts as you having one more
creature than the opponent, and you'll have to discard the Vampire. If
opponent has zero creatures in play, you of course also have to discard the
Vampire, but still get to keep the Black Knight.
*********************
* Birds of Paradise *
*********************
The mana you get from tapping the birds can be of any color.
***********
* Channel *
***********
You will permanently lose any life converted to mana; the "is not considered
damage" text simply clarifies that you can't avoid the payment of life using a
Circle of Protection or similar to prevent it. Your life total will still
change. You cannot pay more life than you currently possess.
**********
* Charms *
**********
Ivory Cup, Crystal Rod, Throne of Bone, Iron Star and Wooden Sphere (often
called "the charms") must be activated immediately as someone cast a spell of
the corresponding color. Each activation is directly related to the spell being
cast; the charms will not give you more life for any additional spell cast later
in the turn (unless more mana is spent). This also applies to Soul Net; each
activation must correspond exactly with a creature dying. Basically, the charms
adds "you gain one life" to the text of a spell for each generic mana you spend.
Remember that charms are activated as non-interrupt fast effects, and can not be
used to gain life from interrupts (as they are too slow).
*****************
* Control Magic *
*****************
If Control Magic is discarded while creature lives, creature is returned to
original owner rather than discarded. If Control Magic is discarded during an
attack exchange, remove the creature from current attack/defense and return it
to original owner.
**********
* Curses *
**********
The "curses" (Cursed Land, Wanderlust, Feedback and Warp Artifact) will only
deal damage to the owner of the cursed card during that player's turn. Some of
the curses make this more clear than others (compare e.g. the text of Wanderlust
to Warp Artifact, there is far more ambiguity in the latter). This was another
case where we had to go and look at the development cards to get a clear answer,
and from there we can see that they all only pings once per full turn cycle.
******************
* Cyclopean Tomb *
******************
Cyclopean Tomb have official Deckmaster errata. It is to be played as having a
mana cost of four generic mana, with no constraint on playing lands the turn
you play it.
**********************
* Disrupting Scepter *
**********************
This card has gotten clarification since Wizards’ Tournament I; like with Mind
Twist and Hypnotic Specter only cards from hand can be affected by the Scepter's
ability. If opponent has no cards in hand, activating Scepter does nothing.
********
* Fork *
********
Fork looks easy to understand, but occasionally it will create some timing
issues if the opponent has fast effects available. Rather than simply
considering Fork as doubling the effect of an instant or sorcery, it should be
seen as a sort of Clone for spells. The Fork becomes a additional instance of
the card played. The only difference between playing two Unsummon spells and
playing one Unsummon and Forking it is that the second Unsummon will be red and
is played with the speed of an Interrupt.
***************
* Goblin King *
***************
Goblin King is considered to have two affiliations, he is both a 'Goblin' and
a 'King'. As one of the Goblins, he is affected by cards like Goblin Balloon
Brigade and (perhaps most significantly) himself.
********************
* Illusionary Mask *
********************
Illusionary Mask can create some tricky situations for the opponent. If the mask
makes the opponent make an illegal play or an illegal block, the spell or block
will fizzle. A spell that fizzles will be placed in owner's graveyard. At end
of game, you have to show what cards you hid under the mask to verify that you
didn't make illegal plays.
Example: You cast Juggernaut (a 5/3 Artifact Creature for (4) that must attack
each turn) paying (2)(U)(U)(R) into the mask to hide what it is. Opponent cast
Spell Blast with X=5, trying to counter it. As Juggernaut in fact has total
mana cost 4, Spell Blast will fizzle and be placed in opponents graveyard
without effect. If opponent then tries to destroy the hidden Juggernaut with
Terror, Terror will also fizzle as it can't target Artifact Creatures. If you
forget to attack with Juggernaut during your turn (when opponent still can't
see it and have no chance of reminding you), the Referee will interpret that as
a Declaration of Forfeiture.
***************
* Jade Statue *
***************
Jade Statue should be interpreted as a Continuous Artifact with no effect
outside of attack exchanges. During an attack, interpret Jade Statue as a Poly
Artifact (it can be activated, and activating it doesn't tap it). Once it is
activated, it is an Artifact Creature until the attack is over. Jade Statue is
not considered a creature unless it is currently attacking or blocking.
***********************
* Red Elemental Blast *
***********************
This card was accidentally printed with the wrong type. It should be played as
an interrupt rather than an instant.
************
* Unsummon *
************
Unsummon should be read "Return creature to owner's hand, enchantments on
creature are discarded. Unsummon cannot be played during the damage-dealing
phase of an attack."
*********
* Wards *
*********
Protection granted by wards doesn't affect the wards themselves. E.g. if a
creature in play is enchanted by White Ward, the protection from white magic
doesn't remove the ward, neither is a Blue Ward turned blue by e.g. Thoughtlace
discarded from play.
Back to main page