Magic: the Gathering (R) Rulings & Errata

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Magic: the Gathering (R) Rulings & Errata

_Magic: The Gathering_(R) Rulings & Errata A Summary of Recent Rulings October 2003 Compiled by the Magic Rules Team

This document covers issues arising from the release of the _Mirrodin_(TM) set.

ERRATA -- ALL LANGUAGES

* Quicksilver Fountain (English and all other languages)

The text of Quicksilver Fountain is incorrect in all languages. As printed, the controller of the Fountain chooses a target for the ability both when it's targeting lands he or she controls and when it's targeting lands his or her opponents control. To solve this problem, the phrase "of his or her choice" has been added.

The Oracle wording of Quicksilver Fountain has been changed to: Quicksilver Fountain {3} Artifact At the beginning of each player's upkeep, that player puts a flood counter on target non-Island land he or she controls of his or her choice. That land is an Island as long as it has a flood counter on it. At end of turn, if all lands in play are Islands, remove all flood counters from them. -----

ERRATA -- CHINESE SIMPLIFIED AND CHINESE TRADITIONAL ONLY

* Oblivion Stone (Chinese Simplified and Chinese Traditional)

The Chinese Simplified and Chinese Traditional versions of Oblivion Stone tell players to destroy each nonland permanent with a fate counter on it. It should read "destroy each nonland permanent without a fate counter on it."

The Oracle text of Oblivion Stone is: Oblivion Stone {3} Artifact {4}, {T}: Put a fate counter on target permanent. {5}, {T}, Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents. -----

ERRATA -- JAPANESE ONLY

* Farsight Mask (Japanese)

The Japanese Farsight Mask's ability is not optional. It should say "*you may* draw a card."

The Oracle text of Farsight Mask is: Farsight Mask {5} Artifact Whenever a source an opponent controls deals damage to you, if Farsight Mask is untapped, you may draw a card.

* Psychogenic Probe (Japanese)

The Japanese version of Psychogenic Probe uses an incorrect template. It was printed using the word "if." Its ability is a triggered ability and so should have been printed using the word "whenever."

The Oracle text of Psychogenic Probe is: Psychogenic Probe {2} Artifact Whenever a spell or ability causes a player to shuffle his or her library, Psychogenic Probe deals 2 damage to him or her.

* Talisman of Impulse (Japanese)

The Japanese Talisman of Impulse lists the wrong colors of mana in its text box (it lists white and green). It should add {R} or {G} to your mana pool.

The Oracle text of Talisman of Impulse is: Talisman of Impulse {2} Artifact {T}: Add {1} to your mana pool. {T}: Add {R} or {G} to your mana pool. Talisman of Impulse deals 1 damage to you. -----

ERRATA -- SPANISH ONLY

* Oblivion Stone (Spanish)

The Spanish version of Oblivion Stone tells players to destroy each nonland permanent with a fate counter on it. It should read "destroy each nonland permanent *without* a fate counter on it."

The Oracle text of Oblivion Stone is: Oblivion Stone {3} Artifact {4}, {T}: Put a fate counter on target permanent. {5}, {T}, Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.

* Awe Strike (Spanish)

The Spanish version of Awe Strike prevents damage dealt to the targeted creature. It should read "The next time target creature *would deal* damage this turn, prevent that damage."

The Oracle text of Awe Strike is: Awe Strike {W} Instant The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way.

* Promise of Power (Spanish)

The Spanish version of Promise of Power doesn't list the token's color. The token should be black.

The Oracle text of Promise of Power is: Promise of Power {2}{B}{B}{B} Sorcery Choose one -- You draw five cards and you lose 5 life; or put a black Demon creature token with flying into play with power and toughness each equal to the number of cards in your hand as the token comes into play. Entwine {4} (Choose both if you pay the entwine cost.) -----

GENERAL MIRRODIN RULINGS

Imprint

A minor revision to the imprint rules has been made to clarify the imprint ability's interaction with phasing and other subtle game rules. The complete imprint rules and some important rulings are as follows:

502.34. Imprint

502.34a Imprint is a static ability, written "Imprint -- [text]." The phrase "Imprint -- [ability]" means "Cards in the removed-from-game zone that were removed from the game by this ability are imprinted on this permanent."

502.34b The phrase "imprinted [type] card" means the card of that type that's imprinted on the permanent. If a permanent has more than one card of that type imprinted on it, each of those cards is an "imprinted [type] card."

* If you imprint a card on Isochron Scepter or Spellweaver Helix and that card has an additional cost, such as a kicker, buyback, or entwine cost, you can pay the additional costs for that card as you play it.

* If you imprint a card on Isochron Scepter or Spellweaver Helix and that card has an alternative cost, such as "You may return an Island you control to its owner's hand rather than pay this spell's mana cost," you can't pay the alternative cost as you play the card, because you're already playing it without paying its mana cost.

* If you imprint a card with an alternate or additional cost on Soul Foundry, you can't pay those costs, because you're just putting a copy of the card into play. * If Isochron Scepter or Spellweaver Helix leaves play while its "play a copy of the imprinted card" ability is on the stack, its ability will use last known information to know what the imprinted card is. A copy of the card will be made, and it can be played as normal.

* If the card imprinted on Isochron Scepter or Spellweaver Helix leaves the removed-from-game zone while the "play a copy of the imprinted card" ability is on the stack, there's no longer an imprinted card. A copy of the card can't be made in this case.

* If a permanent with imprint phases out and back in, it's the same permanent, so any cards imprinted on it remain imprinted on it. -----

Isochron Scepter {2} Artifact Imprint -- When Isochron Scepter comes into play, you may remove an instant card with converted mana cost 2 or less in your hand from the game. (The removed card is imprinted on this artifact.) {2}, {T}: You may copy the imprinted instant card and play the copy without paying its mana cost.

* Isochron Scepter can imprint any split card which has a side with converted mana cost 2 or less. Once you've imprinted a split card on Isochron Scepter, you can play either side of that split card, even if the side has converted mana cost of 3 or more. (The split cards Fire/Ice, Illusion/Reality, Night/Day, Stand/Deliver, and Wax/Wane all have at least one side with converted mana cost 2 or less.) -----

Platinum Angel {7} Artifact Creature -- Angel 4/4 Flying You can't lose the game and your opponents can't win the game.

* Platinum Angel can't prevent tournament penalties from judges, such as game losses and match losses. These penalties supercede all cards in the game and all rules in the _Magic_(R) Comprehensive Rules.

* If you control a Platinum Angel, you can still concede. The Angel's ability doesn't stop you from conceding.

* If your life total is 20 or more and you control both Platinum Angel and Transcendence, an infinite loop is created. Transcendence will trigger because you have 20 or more life, but Platinum Angel will prevent you from losing. So Transcendence will immediately trigger again. If neither player wants to break the loop (by removing either permanent from play), the game ends in a draw. -----

All trademarks, including character names, are property of Wizards of the Coast, Inc. in the U.S.A. and other countries. (Copr.)2003 Wizards.

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