WotC publie la mise à jour des règles post-Future Sight
Chaque extension nécessite des modifications et ajouts aux règles existantes afin de permettre les nouvelles cartes, capacités et interactions qu'elle introduit. Pour ce faire, un « Rule Primer » est publié quelques jours avant les tournois de prerelease.
Ceux de Future Sight ayant lieu ce week-end, il vient d'être diffusés sur le site et le forum officiel.
Si vous aviez des interrogations sur un point précis, la réponse se trouve certainement la dedans. Pour ceux qui ne comprendraient pas un point ou n'auraient pas envie de tout lire, n'hésitez pas à poser vos questions sur notre forum !
Ceux de Future Sight ayant lieu ce week-end, il vient d'être diffusés sur le site et le forum officiel.
Si vous aviez des interrogations sur un point précis, la réponse se trouve certainement la dedans. Pour ceux qui ne comprendraient pas un point ou n'auraient pas envie de tout lire, n'hésitez pas à poser vos questions sur notre forum !
Future Sight_(TM) Rules Primer
Compiled by Mark L. Gottlieb, with contributions from Laurie Cheers, Jeff Jordan, and Lee Sharpe
Document last modified March 25, 2007
_Future Sight_ Prerelease tournaments: April 21-22, 2007
_Future Sight_ official release date: May 4, 2007
The _Future Sight_ set becomes legal for sanctioned Constructed play May 20, 2007.
The _Future Sight_ set contains 180 cards (60 common, 60 uncommon, 60 rare).
The Rules Primer is intended to support the _Future Sight_ Prerelease tournaments. It covers major changes to the _Magic: The Gathering_(R) game rules and the most complicated of the set's new mechanics. If the wording of a card contradicts the rules or Oracle, assume that the printed card is correct.
The more comprehensive _Future Sight_ Frequently Asked Questions (FAQ) document will be posted onon Monday, April 23, 2007. _Future Sight_ cards will appear in the Gatherer database and the Oracle(TM) card reference at that time.
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GENERAL NOTES
***"Timeshifted" Cards***
The _Future Sight_ set contains "timeshifted" cards, but they are different from the _Time Spiral_(TM) and _Planar Chaos_(TM) timeshifted cards.
Each _Future Sight_ timeshifted card is a possible "preprint" of a card that's theoretically from a future _Magic_(TM) set. These cards appear in a unique card frame. They don't have a unique rarity, and they're intermixed with the "normal" _Future Sight_ cards. Multiple timeshifted cards will appear in each booster pack, but the exact number varies.
All of the timeshifted card frames feature an icon in the upper left corner that indicates the card's type. All cards with more than one type use the same "multiple types" symbol. Some creature cards with no printed abilities don't have a text box; however, these creatures can gain abilities as normal.
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***New Keyword Mechanics***
Because it spans the next, oh, let's say one hundred years of _Magic_ innovation, the _Future Sight_ set features a flurry of keywords. Many will already be familar to you. A few affect the wording of older cards in the Oracle card reference, the definitive guide to how cards work. Not all keywords are included in this rules primer.
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***Cycle: Legendary Creatures with Grandeur***
Grandeur is an ability word with no rules meaning.
Tarox Bladewing
{2}{R}{R}{R}
Legendary Creature -- Dragon
4/3
Flying, haste
Grandeur -- Discard another card named Tarox Bladewing: Tarox Bladewing gets +X/+X until end of turn, where X is its power.
* The grandeur ability can be played only while the creature that has it is in play. To play the ability, a different card with the same name must be discarded.
-----
***Cycle: Pacts***
A cycle of instants in the _Future Sight_ set have "Pact" in their names. Each one has a mana cost of {0}, and each creates a delayed triggered ability requiring you to pay an amount of mana at the beginning of your next upkeep or lose the game.
Intervention Pact
{0}
Instant
Intervention Pact is white.
The next time a source of your choice would deal damage to you this turn, prevent that damage. You gain life equal to the damage prevented this way.
At the beginning of your next upkeep, pay {1}{W}{W}. If you don't, you lose the game.
* Each of these cards has a characteristic-setting ability stating what color it is. This kind of ability is in effect in every zone.
* If a Pact is countered, none of it has any effect -- including the delayed triggered ability.
* Paying the mana at the beginning of your next upkeep is not optional. However, playing mana abilities to generate the mana is optional. The effect can't force you to tap your lands, but it will force you to spend mana in your mana pool if you've generated enough.
* Effects such as Platinum Angel or Angel's Grace will prevent the game loss effect.
* If a player is enchanted by Paradox Haze and plays a Pact during his or her first upkeep of the turn, the delayed triggered ability will trigger at the beginning of the second upkeep of that turn.
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***Cycle: Spellshapers***
The _Future Sight_ set contains a cycle of Spellshapers. These Spellshapers create tokens that mimic old creatures (or, in one case, a creature from . . . the future!).
Llanowar Mentor
{G}
Creature -- Elf Spellshaper
1/1
{G}, {T}, Discard a card: Put a 1/1 green Elf Druid creature token named Llanowar Elves into play with "{T}: Add {G} to your mana pool."
* With one exception, the tokens that are created by these Spellshapers have the same names as existing creatures. The tokens share many of the same characteristics, but are not actually copies of them. The primary difference is that these tokens have no mana cost, whereas a real Llanowar Elves, for example, has a mana cost of {G}.
* Any effect that cares about permanents with the same name will treat one of these tokens as equal to the original version of that card. For example, if Echoing Decay were played on a creature named Llanowar Elves (either a token or a nontoken), all creatures named Llanowar Elves (both token and nontoken) will get -2/-2.
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***Theme: New Twists on Suspend***
While the suspend rules are not changing, there are some cards with interesting twists on the ability in this set.
* Remember, if a card in the removed-from-the-game zone has suspend and has time counters on it, it is "suspended." Its suspend triggered abilities will trigger. It doesn't matter how it got there.
* If a card with suspend is removed from the game but has no time counters on it, it is not "suspended."
This set has a cycle of five cards with suspend that, as they resolve, remove themselves from the game with time counters on them so they're suspended again.
Arc Blade
{3}{R}{R}
Sorcery
Arc Blade deals 2 damage to target creature or player. Remove Arc Blade from the game with three time counters on it.
Suspend 3--{2}{R} (Rather than play this card from your hand, you may pay {2}{R} and remove it from the game with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)
* If the spell is countered, none of its effect happens, so it will not be removed from the game with time counters on it.
Some cards in the set remove cards from the game and grant them suspend.
* If the removed card already has suspend, it's still removed from the game with time counters on it, but it won't gain an additional copy of suspend. The card will be removed with the number of time counters specified by the effect instead of the card's normal amount.
* If a spell or ability gives a card suspend, that card will have suspend only as long as it's removed from the game. As soon as it moves to a different zone, it will become a new object and will no longer have suspend.
* Through certain combinations of cards, it is now possible to have a suspended land. If you have a suspended land, the suspend ability will trigger normally until it's time to play that land. When the last time counter is removed, three possibilities can occur:
1) If it's not your turn, you can't play the land at all. It will remain removed from the game.
2) If it's your turn and you've already played a land, you can't play the land. It will remain removed from the game.
3) If it's your turn and you haven't already played a land, you must play the land. It doesn't matter what part of the turn it is or whether the stack is empty. Playing the land doesn't use the stack. That counts as playing your land for the turn.
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***Theme: Tapping Enchantments***
Some enchantments in this set (including a couple of Auras) have tap abilities.
* Although no enchantment has ever had a tap ability before, it requires no new rules. This kind of ability can be played only if the enchantment is untapped. It can be played the turn the enchantment comes into play. The enchantment is tapped as a cost. The enchantment untaps during its controller's untap step, like every other permanent that player controls.
* Tapping a permanent doesn't tap the Auras (or Equipment) attached to it. Tapping an Aura doesn't tap the permanent it's attached to.
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***Returning Keyword Action: Scry***
Scry is a keyword action previously seen in the _Fifth Dawn_(TM) set. It's a verb, like "sacrifice" or "regenerate." (The section about keyword actions is new for the May 1 update of the _Magic_ Comprehensive Rules.)
Judge Unworthy
{1}{W}
Instant
Choose target attacking or blocking creature. Scry 3, then reveal the top card of your library. Judge Unworthy deals damage equal to that card's converted mana cost to that creature. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
The rules for scry are as follows:
501.9. Scry
501.9a To "scry N" means to look at the top N cards of your library, put any number of them on the bottom of your library in any order, and put the rest on top of your library in any order.
* Remember, you perform the actions stated on a card in sequence. Sometimes that means you'll scry last. Sometimes that means you'll scry, then you'll perform other actions (as in Judge Unworthy, above).
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***Returning Keyword Ability: Morph***
The _Future Sight_ set contains cards with morph that are not creatures.
Zoetic Cavern
Land
{T}: Add {1} to your mana pool.
Morph {2} (You may play this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
To handle noncreature cards with morph (and some rulings that have been made in the past), part of the rules for morph are being updated. The affected area is as follows (the third sentence is new):
502.26b To play a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card, with no text, no name, no subtypes, no expansion symbol, and no mana cost. Any effects or prohibitions that would apply to playing a card with these characteristics (and not the face-up card's characteristics) are applied to playing this card. These values are the copiable values of that object's characteristics. (See rule 418.5, "Interaction of Continuous Effects," and rule 503, "Copying Objects.") Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use morph to play a card from any zone from which you could normally play it. When the spell resolves, it comes into play with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.
* The important change is that playing a spell face down works as though the card were already face down in your hand when you start to play it. It's treated as though it's a creature card with no name, color, abilities, mana cost, or subtypes while it's in your hand, and you can play that creature spell by paying {3} rather than its mana cost. You can also play it face up as normal, of course.
* If you have Teferi, Mage of Zhalfir in play, creature cards in your hand have flash. If you play a noncreature card with morph face down, you can do so as though it had flash. If you play a noncreature card with morph face up, you can do so only at the time you could normally play that type of card.
* If a card such as Voidstone Gargoyle prohibits you from playing a certain card that has morph, you can still play that card face down.
Other notes related to noncreature cards with morph:
* As soon as a noncreature card with morph is turned face up, it stops being a creature. Any Equipment attached to it fall off. Any Auras that can't be attached to it fall off. Any counters that are on it will remain, though they may not have any effect.
* If such a permanent is in combat when it's turned face up, it's removed from combat. Combat damage that it assigned will still be dealt. Combat damage assigned to it will not be dealt because it's no longer a creature.
* Three _Onslaught_(TM) block cards (Aphetto Runecaster, Aven Farseer, and Bonethorn Valesk) have triggered abilities that trigger whenever a creature is turned face up. These will be getting errata so they trigger whenever a permanent is turned face up. They will trigger when one of these three _Future Sight_ cards is turned face up.
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***Returning Keyword Abilities: Cycling and Typecycling***
Cycling is a keyword ability last seen in the _Onslaught_ block. The basic ability is not changing.
Typecycling was previously seen in the _Scourge_(TM) set. At the time, it was called "landcycling" because the only versions of it included land types as part of the ability (for example, swampcycling). The ability has been expanded so it can incorporate other subtypes (for example, slivercycling), so the name was changed accordingly. The way the ability works is not changing.
The updated cycling rules are as follows:
502.18. Cycling
502.18a Cycling is an activated ability that functions only while the card with cycling is in a player's hand. "Cycling [cost]" means "[cost], Discard this card: Draw a card."
502.18b Although the cycling ability is playable only if the card is in a player's hand, it continues to exist while the object is in play and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.
502.18c Some cards with cycling have abilities that trigger when they're cycled. "When you cycle [this card]" means "When you discard [this card] to pay a cycling cost." These abilities trigger from the graveyard.
502.18d Typecycling is a variant of the cycling ability. "[subtype]cycling [cost]" means "[cost], Discard this card: Search your library for a [subtype] card, reveal it, and put it into your hand. Then shuffle your library."
502.18e Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay a typecycling cost. Any effect that stops players from cycling cards will stop players from playing cards' typecycling abilities.
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***New Keyword Ability: Lifelink***
Lifelink is a new name for an existing ability (as seen on cards such as Exalted Angel). The rules for lifelink are as follows:
502.68. Lifelink
502.68a Lifelink is a triggered ability. "Lifelink" means "Whenever this permanent deals damage, you gain that much life."
502.68b If a permanent has multiple instances of lifelink, each triggers separately.
* The ability triggers whenever a permanent with lifelink deals any damage, not just combat damage.
* All older cards with this exact ability will be receiving errata to change that ability to lifelink.
* Note that the card Spirit Link does not grant the creature it enchants lifelink. The lifelink ability has the creature's controller gain life. Spirit Link has Spirit Link's controller gain life.
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***New Keyword Ability: Reach***
Reach is a keyword ability that replaces the "[This creature] can block as though it had flying" ability seen on creatures such as Giant Spider. The flying rules are changing accordingly.
The revised rules for the flying ability are as follows:
502.4. Flying
502.4a Flying is an evasion ability.
502.4b A creature with flying can't be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 309, "Declare Blockers Step" and rule 502.70, "Reach.")
502.4c Multiple instances of flying on the same creature are redundant.
The rules for the reach ability are as follows:
502.70. Reach
502.70a Reach is a static ability.
502.70b A creature with flying can't be blocked except by creatures with flying and/or reach. (See rule 309, "Declare Blockers Step" and rule 502.4, "Flying.")
502.70c Multiple instances of reach on the same creature are redundant.
* All cards that have or grant the Giant Spider ability will be receiving errata to change that ability to reach.
* The interaction between creatures with flying and creatures such as Giant Spider will not change.
* Some card interactions are changing:
-- Creatures with reach (and without flying) won't be able to block creatures that say they "can't be blocked except by creatures with flying," simply because those creatures don't actually have flying (and will no longer act as though they do). Cards affected by this change are Elven Riders, Silhana Ledgewalker, Treetop Bracers, Treetop Rangers, and Treetop Scout.
-- Creatures with reach (and without flying) will be able to block creatures that say they "can't be blocked by creatures with flying," for the same reason. Cards affected by this change are DUST Corona, Gnat Alley Creeper, Greater Stone Spirit, and Stone Spirit.
-- Talruum Piper, which says "All creatures with flying able to block Talruum Piper do so," will not force creatures with reach to block it.
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***New Keyword Ability: Shroud***
Shroud is a new name for an existing ability. The rules for shroud are as follows:
502.36. Shroud
502.36a Shroud is a static ability. "Shroud" means "This permanent or player can't be the target of spells or abilities."
502.36b Multiple instances of shroud on the same permanent or player are redundant.
* All older cards with this ability will be receiving errata to change that ability to shroud.
* Cards with variants of this ability, such as "[This creature] can't be that target of spells or abilities your opponents control," will not be getting errata.
* Some cards, such as the _Onslaught_ set's True Believer, grant shroud to players.
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***New Card Type: Tribal***
Tribal is a new card type (like "creature" or "instant"). The rules for the tribal card type are as follows:
212.8. Tribals
212.8a Each tribal card has another card type. Playing and resolving a tribal card follows the rules for playing and resolving a card of the other type.
212.8b Tribal subtypes are always single words and are listed after a long dash: In "Tribal Enchantment -- Rebel Aura," "Rebel" is a subtype of tribal. The set of tribal subtypes is the same as the set of creature types; these subtypes are called _creature types_. Tribals may have multiple subtypes.
* Tribal is not a permanent type. However, a tribal card can become a permanent if another of its types allows it to do so.
* Since creatures and tribals share their list of subtypes (which are still called "creature types"), some other rules that govern subtypes are changing. Here are some of these revised rules:
205.3d Artifacts, enchantments, and lands each have their own unique set of possible subtypes. Instants and sorceries share their lists of subtypes; these subtypes are called _spell types_. Creatures and tribals also share their lists of subtypes; these subtypes are called _creature types_. (You can find complete lists of subtypes in the glossary at the end of this document under "Creature Types," "Land Types," and so on.)
205.3e If a card with multiple types has one or more subtypes, each subtype is correlated to its appropriate type.
* The _Onslaught_ card Artificial Evolution can change the creature types of a tribal.
* Various older cards that refer to creature types will be getting errata to work as expected. After this errata, if an ability mentions just a creature type, it can affect any permanent with that creature type. (For example, "tap an untapped Wizard you control" means "tap an untapped Wizard permanent you control.") If an ability can affect only a creature, it will say so. Some cards will use the new term "permanent card," which means "an artifact, creature, enchantment, or land card."
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All trademarks are property of Wizards of the Coast, Inc.. in the U.S.A. and other countries. (c)2007 Wizards.
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