See Landcycling.
See Landwalk.
To tap a permanent is to turn it sideways. The tap symbol ({T} in these rules) in an activation cost means “Tap this permanent”-a permanent that’s already tapped can’t be tapped again to pay the cost. Creatures that haven’t been under a player’s control continuously since the beginning of his or her most recent turn can’t use any ability of theirs with the tap symbol in the cost. See rule 104.4.
A permanent that’s turned sideways is tapped. Tapping permanents shows that they’ve been used. Permanents untap during their controllers’ untap steps. See also Status, Tap, Untap, and Untapped.
Whenever the phrase “target [something],” where [something] is a phrase that describes an object, player, or zone, appears in a spell or ability, the controller of the spell or ability chooses something that matches whatever follows that word. The choice of a spell or ability’s targets is made when the spell or ability is played. See rule 415, “Targeted Spells and Abilities.”
An instant or sorcery is targeted if the text that will be followed when it resolves uses the phrase “target [something],” where the “something” is a phrase that describes an object, player, or zone. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)
An activated or triggered ability is targeted if it uses the phrase “target [something],” where the “something” is a phrase that describes an object, player, or zone.
Aura spells are targeted, and their target is specified by their “enchant” abilities. They target the permanent or player they will enchant. (See rule 415.3.) An Aura permanent doesn’t target anything.
Neither Equipment spells nor Equipment permanents are targeted. (See rule 415.3.) An Equipment may have abilities which are targeted.
A spell or ability on the stack can’t target itself.
A spell that targets the same object, player, or zone more than once isn’t a “spell with a single target.”
In a multiplayer game between teams, players win or lose as a group rather than as individuals. The Two- Headed Giant, Emperor, and Teams multiplayer variants all use teams.
Teammate
In a multiplayer game between teams, a player’s teammates are the other players on his or her team, and the player’s opponents are all players not on his or her team.
The Teams multiplayer variant involves two or more teams of equal size. Players are seated so that no one is next to a teammate and each team is equally spaced out. A player can’t attack opponents who aren’t seated next to him or her.
The Teams variant uses the following default options:
The text box is printed below the illustration on a Magic card and contains rules text that defines the card’s abilities, reminder text, and flavor text. See rule 207, “Text Box.”
An effect that changes the text of an object changes only words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). The effect can’t change a proper noun, such as a card name, even if that proper noun contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type. See rule 418.6, “Text-Changing Effects.”
Threshold used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata. Updated wordings are available in the Oracle card reference.
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.
An object’s timestamp is the time it entered the zone it’s currently in, with three exceptions: (1) If two or more objects enter a zone simultaneously, the active player determines their timestamp order at the time they enter that zone. (2) Whenever an Aura or Equipment becomes attached to a permanent, the Aura or Equipment receives a new timestamp. (3) Permanents that phase in keep the same timestamps they had when they phased out. See rule 418.5e. See also Depend On.
Continuous effects generated by static abilities have the same timestamp as the object that generated them. Continuous effects generated by the resolution of a spell or ability receive a timestamp at the time they’re created.
A token is a marker used to represent any permanent that isn’t represented by a card. Tokens are created by effects. Tokens can be tapped and untapped just like cards, though an alternative to rotation might be needed to distinguish their status. See rule 216, “Tokens.”