exempt from effects that would require them to block.)

500.4. A restriction conflicts with a proposed set of attackers or blockers if it isn’t being followed. A requirement conflicts with a proposed set of attackers or blockers if it isn’t being followed and (1) the requirement could be obeyed without violating a restriction and (2) doing so will allow the total number of requirements that the set obeys to increase.

500.5. When determining what requirements could be obeyed without violating restrictions, you don’t need to consider any options for a creature that don’t satisfy a requirement on it. But you do need to consider any options for any creature(s) that will satisfy a requirement, as long as the total number of obeyed requirements is increased (even if the option means not obeying another requirement that was previously met).

Example: A player controls one creature that “blocks if able” and another creature with no abilities. An effect states, “Creatures can’t be blocked except by two or more creatures.” The creature with no abilities isn’t required to block. It’s legal to declare both creatures as blockers, or to declare neither creature as a blocker, but illegal to block with only one of the two.

501. Evasion Abilities

501.1. Evasion abilities restrict what can block an attacking creature. These are static abilities that modify the declare blockers step of the combat phase.

501.2. Evasion abilities are cumulative.

Example: A creature with flying and shadow can’t be blocked by a creature with flying but without shadow.

501.3. Some creatures have abilities that restrict how they can block. As with evasion abilities, these modify only the rules for the declare blockers step of the combat phase. (If a creature gains or loses an evasion ability after a legal block has been declared, it doesn’t affect that block.)

502. Keyword Abilities

502.1. Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.

502.2. First Strike

502.2a First strike is a static ability that modifies the rules for the combat damage step. (See rule 310, “Combat Damage Step.”)

502.2b At the start of the combat damage step, if at least one attacking or blocking creature has first strike or double strike (see rule 502.28), creatures without first strike or double strike don’t assign combat damage. Instead of proceeding to end of combat, the phase gets a second combat damage step to handle the remaining creatures. In the second combat damage step, surviving attackers and blockers that didn’t assign combat damage in the first step, plus any creatures with double strike, assign their combat damage.

502.2c Adding or removing first strike after the first combat damage step won’t prevent a creature from dealing combat damage or allow it to deal combat damage twice.

502.2d Multiple instances of first strike on the same creature are redundant.

502.3. Flanking

502.3a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 309, “Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.”

502.3b If a creature has multiple instances of flanking, each triggers separately.

502.4. Flying

502.4a Flying is an evasion ability.

502.4b A creature with flying can’t be blocked by creatures without flying. A creature with flying can block a creature with or without flying. (See rule 309, “Declare Blockers Step.”)

502.4c Multiple instances of flying on the same creature are redundant.

502.5. Haste

502.5a Haste is a static ability.

502.5b A creature with haste can attack or use activated abilities whose cost includes the tap symbol even if it hasn’t been controlled by its controller continuously since the beginning of his or her most recent turn. (See rule 212.3d.)

502.5c Multiple instances of haste on the same creature are redundant.

502.6. Landwalk

502.6a Landwalk and snow landwalk are generic terms; a card’s rules text will give a specific subtype or supertype (such as in “islandwalk,” “snow swampwalk,” or “legendary landwalk”).

502.6b Landwalk and snow landwalk are evasion abilities. A creature with landwalk is unblockable as long as the defending player controls at least one land with the specified subtype and/or supertype. (See rule 309, “Declare Blockers Step.”)

502.6c Snow landwalk is a special type of landwalk. A creature with snow landwalk is unblockable as long as the defending player controls at least one snow land with the specified subtype. If a player is allowed to choose any landwalk ability, that player may choose a snow landwalk ability. If an effect causes a permanent to lose all landwalk abilities, snow landwalk abilities are removed as well.

502.6d Landwalk or snow landwalk abilities don’t “cancel” one another.

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