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This search based on the December 22, 2008 release of the Rulings.
419 - Replacement and Prevention Effects
- 419.1 - Replacement and prevention effects are continuous effects that watch
for a particular event to happen and then completely or partially replace
that event. These effects act like "shields" around whatever they're
affecting. [CompRules 2003/07/01]
- 419.1a - Effects that use the word "instead" are replacement effects. Most
replacement effects use the word "instead" to indicate what events will be
replaced with other events and use the word "skip" to indicate what
events, steps, phases, or turns will be replaced with nothing.
[CompRules 2003/07/01]
- 419.1b - Effects that read "[This permanent] comes into play with ...,"
"As [this permanent] comes into play ...," or "[This permanent] comes into
play as ..." are replacement effects. [CompRules 2003/07/01]
- 419.1c - Continuous effects that read "[This permanent] comes into play ..."
or "[Objects] come into play ..." are replacement effects.
[CompRules 2003/07/01]
- 419.1d - Effects that use the word "prevent" are prevention effects.
Prevention effects use "prevent" to indicate what events will not occur.
[CompRules 2003/07/01]
- 419.1e - Effects that read "As [this permanent] is turned face up ...," are
replacement effects. [CompRules 2006/10/01]
- 419.2 - Replacement and prevention effects apply continuously as events
happen-they aren't locked in ahead of time. [CompRules 2003/07/01]
- 419.3 - There are no special restrictions on playing a spell or ability that
generates a replacement or prevention effect. Such effects last until
they're used up or their duration has expired. [CompRules 2003/07/01]
- 419.4 - Replacement or prevention effects must exist before the appropriate
event occurs-they can't "go back in time" and change something that's
already happened. Usually spells and abilities that generate these
effects are played in response to whatever would produce the event and
thus resolve before that event would occur.
Example: A player can play a regeneration ability in response to a spell
that would destroy a creature he or she controls. [CompRules 2003/07/01]
- 419.5 - If an event is prevented or replaced, it never happens. A modified
event occurs instead, which may in turn trigger abilities. Note that the
modified event may contain instructions that can't be carried out, in
which case the impossible instruction is simply ignored.
[CompRules 2010/08/01]
- 419.5a - If a source would deal 0 damage, it does not deal damage at all.
That means abilities that trigger on damage being dealt won't trigger. It
also means that replacement effects that increase damage dealt have no
event to replace, so they have no effect. [CompRules 2005/08/01]
419.6 - Replacement Effects
- 419.6a - A replacement effect doesn't invoke itself repeatedly and gets only
one opportunity for each event.
Example: A player controls two permanents, each with an ability that
reads "If a creature you control would deal damage to a creature or
player, it deals double that damage to that creature or player instead."
A creature that normally deals 2 damage will deal 8 damage-not just 4, and
not an infinite amount. [CompRules 2003/07/01]
- 419.6b - Regeneration is a destruction-replacement effect. The word
"instead" doesn't appear on the card but is implicit in the definition of
regeneration. "Regenerate [permanent]" means "The next time [permanent]
would be destroyed this turn, instead remove all damage from it and tap
it. If it's an attacking or blocking creature, remove it from combat."
Abilities that trigger from damage being dealt still trigger even if the
permanent regenerates. [CompRules 2008/07/15]
- 419.6c - Some effects replace damage dealt to one creature, planeswalker, or
player with the same damage dealt to another creature, planeswalker, or
player; such effects are called "redirection" effects. If either creature
or planeswalker is no longer in play when the damage would be redirected,
or is no longer a creature or planeswalker when the damage would be
redirected, the effect does nothing. [CompRules 2008/07/15]
- 419.6d - Some spells and abilities replace part or all of their own
effect(s) when they resolve. Such effects are called self-replacement
effects. When applying replacement effects to an event, apply
self-replacement effects first, then apply other replacement effects.
[CompRules 2003/07/01]
- 419.6e - Skipping an event, step, phase, or turn is a replacement effect.
"Skip [something]" is the same as "Instead of doing [something], do
nothing." Once a step, phase, or turn has started, it can no longer be
skipped--any skip effects will wait until the next occurrence.
[CompRules 2008/10/01]
- 419.6f - Anything scheduled for a skipped step, phase, or turn won't happen.
Anything scheduled for the "next" occurrence of something waits for the
first occurrence that isn't skipped. If two effects each cause a player
to skip his or her next occurrence, that player must skip the next two;
one effect will be satisfied in skipping the first occurrence, while the
other will remain until another occurrence can be skipped.
[CompRules 2003/07/01]
- 419.6f.Ruling.1 - As an example, something set for "the next turn's upkeep"
will wait for the next turn even if a turn is skipped, but once that
turn starts, if the upkeep is skipped, then the effect won't happen.
[D'Angelo 2008/03/16]
- 419.6g - Some effects cause a player to skip a step, phase, or turn, then
another action. That action is considered to be the first thing that
happens during the next step, phase, or turn to actually occur.
[CompRules 2008/10/01]
- 419.6h - Some effects replace card draws. These effects are applied even
if no cards could be drawn because there are no cards in the affected
player's library. If an effect replaces a draw within a sequence of card
draws, all actions required by the replacement are completed, if possible,
before resuming the sequence. If an effect would have a player both draw
a card and perform an additional action on that card, and the draw is
replaced, the additional action is not performed on any cards that are
drawn as a result of that replacement effect. [CompRules 2006/10/01]
- 419.6i - Some replacement effects modify how a permanent comes into
play. (See Rule 419.1b and Rule 419.1c.) Such effects may come from the
permanent itself if they affect only that permanent (as opposed to a
general subset of permanents that includes it). They may also come from
other sources. To determine how and whether these replacement effects
apply, check the characteristics of the permanent as it would exist in
play, taking into account replacement effects that have already modified
how it comes into play, continuous effects generated by the resolution of
spells or abilities that changed the permanent's characteristics on the
stack (see Rule 217.1c), and continuous effects from the permanent's own
static abilities, but ignoring continuous effects from any other source
that would affect it. [CompRules 2008/02/01]
Example: Voice of All says "As Voice of All comes into play, choose a
color" and "Voice of All has protection from the chosen color." An effect
creates a token that's a copy of Voice of All. As that token is put into
play, its controller chooses a color for it. [CompRules 2007/05/01]
Example: Yixlid Jailer says "Cards in graveyards have no abilities."
Scarwood Treefolk says "Scarwood Treefolk is put into play tapped."
A Scarwood Treefolk that's put into play from a graveyard is put into play
tapped. [CompRules 2007/05/01]
Example: Orb of Dreams is an artifact that says "Permanents come into
play tapped." It will not affect itself, so Orb of Dreams is put into
play untapped. [CompRules 2007/05/01]
- 419.6j - An object may have one ability printed on it that generates a
replacement effect which causes one or more cards to be removed from the
game, and another ability that refers either to "the removed cards" or to
cards "removed from the game with [this object]." These abilities are
linked: the second refers only to cards in the removed-from-the-game zone
that were moved there as a direct result of the replacement event caused
by the first. If another object gains a pair of linked abilities, the
abilities will be similarly linked on that object. They can't be linked
to any other ability, regardless of what other abilities the object may
currently have or may have had in the past. See
Rule 407, "Linked Abilities." [CompRules 2008/07/15]
419.7 - Prevention Effects
- 419.7a - Prevention effects usually apply to damage that would be dealt.
[CompRules 2003/07/01]
- 419.7b - Some prevention effects generated by the resolution of a spell or
ability refer to a specific amount of damage-for example, "Prevent the
next 3 damage that would be dealt to target creature or player this turn."
These work like shields. Each 1 damage that would be dealt to
the "shielded" creature or player is prevented. Preventing 1 damage
reduces the remaining shield by 1. If damage would be dealt to the
shielded creature or player by two or more applicable sources at the same
time, the player or the controller of the creature chooses which damage
the shield prevents first. Once the shield has been reduced to 0, any
remaining damage is dealt normally. Such effects count only the amount of
damage; the number of events or sources dealing it doesn't matter.
[CompRules 2007/05/01]
- 419.7c - Some prevention effects generated by static abilities refer to a
specific amount of damage-for example, "If a source would deal damage to
you, prevent 1 of that damage." Such an effect prevents only the
indicated amount of damage from any applicable source at any given time.
It will apply separately to damage from other applicable sources, or to
damage that would be dealt by the same source at a different time.
[CompRules 2007/05/01]
- 419.7d - Some prevention effects prevent the next N damage that would be
dealt to each of a number of untargeted creatures. Such an effect creates
a prevention shield for each applicable creature when the spell or ability
that generates that effect resolves. [CompRules 2007/05/01]
Example: Wojek Apothecary has an ability that says "{Tap}: Prevent the
next 1 damage that would be dealt to target creature and each other
creature that shares a color with it this turn." When the ability
resolves, it gives the target creature and each other creature in play
that shares a color with it at that time a shield preventing the next 1
damage that would be dealt to it. Changing creatures' colors after the
ability resolves doesn't add or remove shields, and creatures that come
into play later in the turn don't get the shield. [CompRules 2005/10/01]
- 419.7e - Some prevention effects also include an additional effect, which
may refer to the amount of damage that was prevented. The prevention
takes place at the time the original event would have happened; the rest
of the effect takes place immediately afterward. [CompRules 208/07/15]
419.8 - Sources of Damage
- 419.8a - Some effects apply to damage from a source-for example, "The next
time a red source of your choice would deal damage to you this turn,
prevent that damage." If an effect requires a player to choose a source,
he or she may choose a permanent; a spell on the stack (including an
artifact, creature, enchantment, or planeswalker spell); any card or
permanent referred to by an object on the stack; or a creature that
assigned combat damage on the stack, even if the creature is no longer in
play or is no longer a creature. The source is chosen when the effect is
created. If the player chooses a permanent, the effect will apply to the
next damage from that permanent, regardless of whether it's from one of
that permanent's abilities or combat damage dealt by it. If the player
chooses an artifact, creature, enchantment, planeswalker spell, the effect
will apply to any damage from that spell and from the permanent that it
becomes when it resolves. [CompRules 2008/02/01]
- 419.8b - Some effects from spells and abilities prevent or replace damage
from sources with certain properties, such as a creature or a source of a
particular color. When the source would deal damage, the "shield"
rechecks the source's properties. If the properties no longer match, the
damage isn't prevented or replaced. If for any reason the shield prevents
no damage or replaces no damage, the shield isn't used up.
[CompRules 2003/07/01]
- 419.8c - Some effects from static abilities prevent or replace damage from
sources with certain properties. For these effects, the prevention or
replacement applies to sources that are permanents with that property and
to any sources that aren't in play that have that property.
[CompRules 2003/10/01]
419.9 - Interaction of Replacement or Prevention Effects
- 419.9a - If two or more replacement or prevention effects are attempting to
modify the way an event affects an object or player, the affected object's
controller (or its owner if it has no controller) or the affected player
chooses one to apply. If any of those effects are self-replacement
effects (see Rule 419.6d), one of them must be chosen. If not, but any of
those effects would modify under whose control an object would come into
play, one of them must be chosen. Otherwise, any of the applicable
effects may be chosen. Once the chosen effect has been applied, this
process is repeated (taking into account only replacement or prevention
effects that would be applicable) until there are no more left to apply.
If two or more players have to make these choices at the same time,
choices are made in APNAP order (see Rule 103.4). [CompRules 2008/10/01]
Example: Two permanents are in play. One is an enchantment that reads "If
a card would be put into a graveyard, instead remove it from the game,"
and the other is a creature that reads "If [this creature] would be put
into a graveyard from play, instead shuffle it into its owner's library."
The controller of the creature that would be destroyed decides which
replacement to apply first; the other does nothing. [CompRules 2005/08/01]
- 419.9b - A replacement effect can become applicable to an event as the
result of another replacement effect that modifies the event.
[CompRules 2003/07/01]
Example: One effect reads "For each 1 life you would gain, instead draw a
card," and another reads "If you would draw a card, return a card from
your graveyard to your hand instead." Both effects combine (regardless of
the order they came into existence): Instead of gaining 1 life, the player
puts a card from his or her graveyard into his or her hand.
[CompRules 2003/10/01]
This search based on the December 22, 2008 release of the Rulings.
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